Wednesday, 4 November 2015

New Plot Line - The route of ZBrush

So after switching to ZBrush I spent a while (again) familiarizing myself with it's interface and controls. I have been looking at many tutorials in order to find something decent that can help with my next project. Eventually I found this one which I am pretty much following step by step except instead of a monster, I'm creating a tree! (It's more exciting than it sounds)

http://www.digitaltutors.com/tutorial/1536-Indie-Game-Development-Pipeline-Volume-5-Boss-Character-Modeling-and-Texturing

So I am onyl at the early stages but already, this tree is looking much better than my last attempt and there are still plenty of steps to go through before the final model (lots and lots of iterating).

So to begin with (much like my last method) I began with using ZSpheres to create a basic shape model which I then converted to a low poly skin:

Using ZSPheres to Create Initial Skin
In order to improve from the last model, I am really taking my time with this as I am aware it should be a lengthy process. I imported this adaptive skin into Maya in order to tweak it and add some further geometry:

Modifying the Base Mesh in Maya
As you can see, I used Maya to add simple stumps and finesse the branches a little more. This is purely a base mesh and I will now take it back into ZBrush to sculpt further.

Personal Notes

I am much happy now I have a pipeline example to work to. It really helps when you are not too familiar with a package or the correct approach to take with it. I am taking it slow and so I am going to do a little touch up in ZBrush today then start the major sculpting tomorrow and Friday.

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