Saturday, December 28, 2019

Sunset Overdrive Character Screenshots

Now that I'm nearing the end of my project, I've put together some screenshots of my process through my high poly model, low poly model and fully textured model. 



The beginning of the process, sculpting a high poly model in Zbrush to get details in and flesh out the character. This part of the process is one of the longer phases in any project as these details are what will really make the model shine at the end, small details and accents that will be baked in later. 

The next step is the retopology process, creating a low poly version of the model to make it game ready and then unwrapping it to move onto the texturing phase. The darker parts of the model you see here are due to materials added in 3ds Max to allow for 2 texture sets when the model reached Substance. 

Finally the texturing phase, here all of the details are added back onto the low poly model through baking and emphasised with colour and texture for the materials of his clothing and skin. This part gives the model the most character, and arguably can take the most time before it is put into a chosen rendering software to be presented. 



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