Hi everyone! My name is Arsen, I am 21. At industry above five years. I am creating 3D high quality models of environment and characters, you can ensure if check my works, it says more than I can. I know pipeline for old school models. It`s models with handmade texture and I also know new generation technique with sculpting a lot of details thereafter use retopology and baking normal maps and painting. I have a wide range of program what I use: blender 3d, zbrush, photoshop, 3d max, xNormal and others. Can import final mesh in file format...
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01. Modeling the Basemesh
The first modeling stage covers setting up the modeling sheets and modeling a simple basemesh.
Creating a basemesh allows to make easier sculpting than if you were sculpting from a primitive.
02. Sculpting and High Poly Modeling
Using the basemesh to create the highly detailed parts of the character.
03. Retopologizing the Model
With a high resolution, sculpted mode complete, focuses on creating a low
poly version of that model that will be suitable for in-game use. Creating this low poly model is
done through retopology, which means to recreate the topology of a model while mimicking the
04. UV Unwrapping the Lowpoly
Once the low poly version of our character is complete via the retopology process, it is now
time to UV Unwrap the character to then texture and normal map it. Include coverage
on unwrapping all the separate parts of the character and how to divide up the maps into
different components, based on their material properties. Create gamefriendly
UVs that will allow you to easily swap out the textures.
05. Texturing the Character
Using the high poly model as a source, capture all of the sculpted detail and transfer it to the low poly
model via normal map baking. It goes on to cover AmbientOcclusion baking and texturing the entire
character in Photoshop.
What I need from the you to get started?
1. First of all I need a concept art, props illustrate that you want to see.
2. Examples of content on your project...
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