Monday, January 2, 2017

A Continuing Ballad of 3D Art, Pt. 2

Hello, everyone!

That was quite a delay in updates, but what can I say, I got wrapped up in my internship at Zynga! I continued to work on the portfolio piece I detailed last time, and I've made a lot of really good progress. Now I'm just hitting a few technical snags in texturing and 2D cards in finishing it up.

So let me show you what I've done!

First thing I did was sculpt out the body and hands. I wanted to start with this, as this is what I could do in Zbrush, while I decided to hold off on the foliage until I was in Maya. After sculpting, this was the product I ended up with for the body:


Then I took it into Maya and decided to do the topology and map-baking from the high-resolution sculpt before I started to get into the nitty-gritty of the rest of the project.

Here's the resulting game resolution mesh of the body in UE4 with all of the proper maps:

(The body and hands are 3740 tris.)

So now I'm working on the rest of the elements of the character: the mask, the foliage, and the tail. I'll go over how I'm dealing with those more in detail next time, when it's finished, but here is an in-progress shot of what I'm doing with these parts:


Until next time, everyone! Happy new year!


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