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So, I'm moving along nicely with my Taurin character rework.  In a previous post, I showed off the high resolution Zbrush sculpt.  And while a 13.7 million polygon mesh is great for detail, it's not so friendly for actual animation work, so I needed a low polygon version with a good surface flow to work with.  This version (which has a total of about 8500 quads) was created by building new geometry directly over top of the Zbrush sculpt in 3DS Max.

If I intended to output this for a game engine, I'd want to get the polygon count to at least half, if not 1/4 of that.  But for production rendering work, this should be optimized enough as-is.

The next step will be to create a UV template for texture mapping.  After that is set up, I'll be able to transfer the high resolution detail from the Zbrush sculpt in the form of normal, bump, color, and ambient-occlusion maps.

The next step after that will be to set up the rigging for animation.  After which, it'll be on to keyframing the next animation =)

Enjoy!

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