After modelling some low poly assets in 3ds max for my characters clothes,such as the top, cloak, scarf, skirt, shoes and fur, I imported them all to Zbrush as sub objects to my girl Ztool and began adding details. I also worked more on the girls face, using two spheres on a sub tool inside the face as the eyes, so it would be easier to sculpt the eyelids over the top.
After I finished sculpting all the clothes, body and hair, I used the Zremesher tool, to adapt the topology to the newly sculpted mesh. I continued to use this until I reached a low enough poly count for each asset, which I exported to be imported to 3dsmax. I now need to unwrap the low poly models, so that I can move to to texturing and baking. I could then use the low poly and high poly versions to bake the normal maps. I chose to bake the normal maps in 3dsmax rather than zbrush, becasue I wasn't very confident with using zbrush yet as this was my first time using it.
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