Sunday, 19 December 2010

Statue Development

 




Here are more images showing how I have tried to perfect the style of the statue. While using the flatten tool and pinch. I finally started to get the right shapes. I had to change the shape of the eyebrows to as they were quite boring at first.
Next step was to take my mesh and merge the mesh together so I could retypologise the mesh so we could then take it into maya and start to create some nice crumbles.

My idea was to make 2 mesh's One high poly model that would be the main on at the beginning when we see it as a whole. then make a lower poly model that would only be using when we start to crumble it as that will take up alot of rendering time which wont be needed.

Here is the retypologised mesh I created in topogun (no images to due it crashes if you try).

Here is the high zbrush sculpt. I have finish it all off, adding patterns on the robes now which were done by creating my own alphas to project the shapes onto the mesh.
I merge the high res and import the lower mesh.


I select the lower mesh model and subdivide the mesh 6 times then click on project all which will project all the detail from the zbrush model onto my new retypologised mesh.


He is that final image! Its now all one mesh that now can be taken into maya, uved and textured. I will export displacement maps to make sure I keep all the high res detail I have made in Zbrush.






Before I went back into maya, I noticed some problems with the mesh. What had happened was the mesh had projected badly around the neck so using the smooth tool I had to clean the edges up.

Above is the image that shows the mesh while I did a quick test of the top half of the body while I was retypologising.
This is a image back in maya with all the details on displacement maps. I am happy with the outcome. I had to go back into maya and smooth everything down as the displacement was picking up my bad smoothing so had to sort that out.
This shows the bump map I did on the texture. I don't like it and feel its not needed as we are seeing it from the distant (below) and looks good and has enough details as it stands. But I do think I will play with the textures as Much as I can.

This is the model, on a very low quality render. I am happy with the outcome. Didn't have alot of time to go further with it, if I did I would of taken more time into the retypolosing phase. As then I wouldn't have to put all my hope into making a good displacement map. I could use the displacements for other things like cracks and indentations.
Here is the low poly mesh that I created ready for Sanjay to shatter and crumble!

No comments:

Post a Comment