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Thursday, 1 May 2014

Colossus - Bits n Bobs

COLOSSUS PARTS

Bolt
Belt
Barrel
Bracelet
Cheek
Eye
Jaw
Neck
Orb
Horn1
Horn2
Spine
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
I think it is important to get the main bulk of this done ASAP - The sculpting will consume a lot of hours, but is straight forward and simple.  The main issue will getting the rigged model animated & interacting with the player.

"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

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