The next stage was taking my high poly asset into Zbrush, whist in Zbrush I had to use the Dynamesh tool, the Polypaint tool and the sculpting/smoothing tool to put some alphas (dents and dirt) onto the model, further adding to the realistic look.
The first step after the OBJ import was to dynamesh the object to make it easier to add alphas, this made the model much more high poly, In the end my Zbrush file totaled 1.8GB and had around 17 Million Polygons, making it far too high for any game.
After I applied the alphas and dynameshed the model I moved onto Polypainting, this is how my model looks like it has tonnes of different bright colours projected onto it, this is for creating the material ID map whilst baking in Xnormal
Right Side View of the Weapon
Left Side View of the Weapon
No comments:
Post a Comment