Weeks Afterards
The process so far
Sculpting the details
Sculpting from Maya to Zbrush has proven to be a little difficult.
The sharpness of the edges does not stay well and feels less metal and hard but more organic, something I wasn't aiming for.
The switch
I've chosen to start a new because I wasn't happy with the results of the first sculpt.
I've decided to change the form of the shield through shadowbox on Zbrush.
That made it easy to get the form of the shield and the outer rim of the shield.
The concept of the shield changed a bit, I got rid of the eye in the middle and changed it to a skull. I've also decided to make it more of an ornamental shield for fanciness. It also made it feel more hard surface. In order to keep concept close to the first concept, I've decided to add the wings. It was a difficult sculpt with the wings as I had no idea to sculpt feathers and wings.
In order to get the oranaments as sharp as possible, I needed to bring my poly to the highest polycount as possible (that my laptop could handle). That way when I bake my maps, it'll look good. All the slash's and bursts in the skull and shield were made possible with the orb brush pack.
Poly paint
Texture painting
In order to get that metal and gold texture on the shield, I'v decided to paint it on it and not use substance as I hadn't had the time to learn a new program. This was the quickest and easy way to get some textures on the shield.


Poly paint
I didn't have to do much with the poly paint. The shield was colored grey and the rims was yellow/gold with the textures on top.Re-topology
I've decided to Re-topology the shield as that was easy but the skull was a bit difficult with the teeth being a pain in the butt. By using ZRemesher to make the model low poly was quicker and easy to get the job done. It also made extracting the maps and bake them via XNormals allot easier.Wireframe
Maps
Uv Map
Color Map
Normal Map
Implementation in an engine
Sketchfab Screenshots
Link
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