Wednesday, 9 December 2015

Game arts: Winter Submission part 3



09/12/2015


Zbrush, Texturing, Xnormals & Unreal




I started to add detail in zbrush to my model. I first subdivided the model 5 times in order to generate more polys. The higher the polys the more room for smoother texturing.

 I enabled the morph tool when adding textured detail such as leather to my model. With the morph tool I am able to die down the strength of the initial added brush strokes, without effecting the rest of the model and the detail. I used different alpha images for my leather and fabric textures on the standard brush when adding detail.





 





I then added Stitching to my model using the StichBasic brush Tool.

















Once I added all the detail I then exported the model ready to bake.

I opened xnormals and loaded the low and high poly models to the xnormals.

 











I then adjusted the settings and baked.













I then added the normals to the low poly model in maya. I had to adjust the bump depth in order to make sure they weren't too strong.


I then created my colour textures in photoshop.




I added the colour texture to the same material as my bump maps.



 






Once I was satisfied with my final model. I then exported the model and textures into Unreal4.
I also created a quick comic book to add to the environment in order to make my environment look more interesting.


After tweaking with the lighting and adding some cubes I've created my final Unreal scene