On this blog I will make a breakdown of all my university projects, trying to explain my thought process and workflow.
The first brief I chose to tackle is Rare's Sea of Thieves Props Brief, since I like stylised games and I never tried to model anything in this specific style.
During the first week I modelled all the assets in 3ds Max, using the orthographic views provided for an accurate result. Then I imported each one into ZBrush and started working on the high poly sculpt, using polygroups and ZModeler to crease the edges before applying subdivision levels.
After sculpting, I re-imported all the subtools, high and low poly geometry, into 3ds Max to separate them and prepare for baking.
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