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Marmoset toolbag adding material triangulates me
Marmoset toolbag adding material triangulates me







The same parts in the UV are overlapping. I expanded the UV of the head, gloves and small parts of the character in order to show more details. When the low poly model was created I began the UV mapping in Maya. I used NEX and Maya's standard tools to do this. Once I had exported the high poly models into Maya they could be used as a reference to create the low poly, final version of the games character (Fig.10). There are two reasons I did this firstly so I could bake a Normal map for the separate parts of the model and secondly so the topology of the models could be tackled separately in Maya (Fig.09). I made the lower body and gloves symmetrical in order to make the texture maps have a higher level of precision.Īfter the high res model was completed, I divided it into several main parts to export it as an OBJ. Then I added details to each part in ZBrush, such as folds, skin details, etc., (Fig.06 - 08). I separated this character into several different parts, such as metal, leather, cloth and head. Then I created the details, distinguishing different regions, to prepare the model for the later production in ZBrush (Fig.05). I used different colors to separate the armor, leather, fabric etc (Fig.04). It's important to pay attention to overall proportional relationship between clothing - or armor in this case - and the overall silhouette of a character. I used the NEX topology low res head in Maya, then used simple shapes to build all the equipment. I adjusted the angle of his arms and then started the next part of the production.

marmoset toolbag adding material triangulates me

I knew that only the head would be showing in the final image, but I thought it would be good practice to make the rest of the body parts too and that perhaps I could use them for other characters later (Fig.03).

marmoset toolbag adding material triangulates me

I create a basic body in Maya and properly lengthened the legs to make him look more agile (Fig.02). The reference materials were chosen for two aspects: details and textures (Fig.01). I collected a lot of reference pictures, including the original character concept art, some other artists' paintings and cosplay images. I liked the design concept of Diablo 3 very much, so I decided to start this piece while looking forward to the release of the game! Concept Hello, everyone! I'm very glad to share the process of creating my character Demon Hunter.









Marmoset toolbag adding material triangulates me