This week we were tasked with creating a simple organic figure out of a sample of concept work, I picked the crab. The crab proved difficult due to the awkward pose of the concept work as well as being the only piece of concept provided; after looking through multiple references I decided to attempt to create perspective views off the concept by breaking it into basic geometric shapes, this proved to be one of the most useful piece of the reference research I did.
Breakdown
Low Poly Model
After creating the reference images modeling the low poly mesh became easy and enjoyable! Below are the results of the Maya sculpt:
High Poly Model
Once the Maya mesh was finalized the smooth mesh preview was brought into ZBrush and details were added to the mesh.
Textures
Once the ZBrush scultping was completed I decimated the mesh and brough the low poly model and the ZBrush model into Substance to paint
UE4
With the mesh completed and textured it was finally time to bring the game ready asset into UE4, below are some screenshots of the mesh in engine:
Sketchfab
Here is the asset if you'd like to spin it around, thanks for reading!
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