I created a basic model with reasonably consistent divisions so that it could be subdivided in Mudbox and provided an even distribution of polys without getting ridiculous in size.

I created a new game model to transfer the high detail onto. I looked into Topogun but as I don't have a license for it so I did not pursue it. It looks pretty good for this job but I reverted to doing it in Maya.
I started with the base mesh (too many subdivisions for a game mesh) and removed all the excess geometry that was used to help the sculpt. I then overlayed it over the High res sculpt which i had imported form Mudbox.
I made the high res mesh live and then move the verts on the low res mesh to snap to the surface. I then looked at the areas that need individual geometry adding to help describe the form and cut in extra geometry. to make it fit better.
I sent both models out to xnormal and generated an Ambient occlusion map and a Normal map. For a first pass these seem to work ok. On top of that i have added a base texture but have added not detail yet. I just wanted to see how it might come together.
Mudbox performed beyond my expectation and i think i prefer it to ZBrush for this type of task. In the future I would do more tasks in Mudbox but i reverted back to tools I know better. Same goes for Topogun.
I am getting there though very slowly. Also this is way more detailed that what they actually did for these pillars in U2 so i guess i am not going to follow it that closely at all.
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