Sunday, September 21, 2008

Modeling - Organic

I used the modeling setup that is used by Epic in UnrealEd.   I want to use the character in the Make Something Unreal contest, and they know pretty much exactly what they're doing, so I might as well learn from them.

So I will model the character in 5 separate pieces, head, torso, arms, legs and boots.  I did the organic pieces first, seeing as I'm quite familiar with the workflow. 

  • Low poly mesh in Maya
  • Check edgeloops
  • Import Zbrush
  • Sculpt
  • Paint textures in Zbrush
  • Export lowest division to Maya
  • Layout UV's
  • Import to Zbrush
  • Texture to UV
  • Generate maps

Although ZBrush is great for generating normal/ diffuse/ tangent /displacement maps, I have done a few tests on organic models with Maya's Transfer Maps where I import a high poly mesh into Maya, and it is very capable indeed. This means if I need to do something like a cyborg or machineflesh character, I can sculpt the fleshy parts around the mechanical parts in ZBrush and import that into Maya, and do a low poly cage around both, and generate proper  maps on one mesh/UV set.

I modeled the head and the arm in Maya, kept it low poly but leaving enough geometry for proper deformation on places like the elbow, shoulder and neck.  Here is some angles of the head in ZBrush.

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