Like with most character models I decided to start by strip modelling. I also decided to start with a low ply base mesh then up the tri count when i sculpt out the normal map in z brush and then export out a subdivided version of the mesh.
This is one of the early renders of the lowest subdivisions.
I found at this stage that the models face looked a bit too feminine which is another benefit of using z brush as i like to quickly and effectively alter the face using the move tool.
Texturing:
To start I render out base colours using the render to texture tool in max. But instead of using z brush to paint out the skin colour I decided that i wanted the model to look as realistic as possible so i decided to use photos for the skin and the clothes. However I decided to still use z brush to sculpt the clothes folds and some of the wrinkles in the face.
I also decided to use a very low fill lighting map layer as in the past I've found that if the layer is too heavy it muddies up the texture.
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