Bolt
Belt
Barrel
Bracelet
Cheek
Eye
Eye
Jaw
Neck
Orb
Horn2
Spine
Spike
Spike
Here are the parts after exporting low polys into Zbrush - some need more work than others! |
These parts will mostly be repeated multiple times to create the whole thing. Due to the size of the objects it will require a lot of detailing to be convincing.
The texturing is pretty straight forward after creating the normal maps and sculpting. These are to replace/update (via attach as element in 3DS Max) existing objects in 3DS Max.
I encountered a problem with a single objects normal maps - It seems the issue was within Zbrush and its normals/verts for this particular item. My work around was to bake this in 3DS Max and overlay the layer on the main one.
There seems to be a lot of open space, or lack of small details - I was hoping to throw in vines an layered moss |
Before I complete rigging I am adding parts to fill holes and add interest by repeating & combining parts |
A Back View - which the player may not even see |
These are the separate parts in 3DS Max as I detail them in Zbrush... I will have fun with these later/after the project and use as a kitbash set in various applications |
"Deleting Loops" - There I said it, such a friggin' useful process as its so quick and effective at reducing geometry. Much like adding loops and the like to improve mesh for animation/more detail. The good thing about loops is that it splits/merges the geometry evenly and retains its UV information very well (the texture still looks ok). If you collapse, weld or even move non-quad points the map has to slide about.
Just now I reduced my Colossus from 130K+ triangles to 90K by removing loops. This took like ten minutes with using "References" as clones so it applies to all of the repeats. upon re-importing meshes and sculpting them I normally find the base mesh could benefit from adjusting the topology.
Anyways - I'm busy. Is gonna be hard to get this done on time