Friday, January 24, 2014
Tuesday, January 21, 2014
creating demonized/zombie characters
Ok so something has come up that unfortunately is going to put my night elf town on the back burner for a little bit. I was recommended by a friend to join a small team to help make some characters for a horror themed project. Have to design three characters to be done over the next several months.
Recently started the first character. This is nothing more than a quick mock up/silhouette of the character to begin with. I made a base mesh and kept the poly count low in Maya that way I can get the maximum number of subdivision levels in zbrush. As of now with this character, I can bring this subtool to about 19 million polys, so I pretty much hit my goal. Anything over 20 mil and my computer usually crashes.
Recently started the first character. This is nothing more than a quick mock up/silhouette of the character to begin with. I made a base mesh and kept the poly count low in Maya that way I can get the maximum number of subdivision levels in zbrush. As of now with this character, I can bring this subtool to about 19 million polys, so I pretty much hit my goal. Anything over 20 mil and my computer usually crashes.
Thursday, January 9, 2014
Creating Night Elf Shrine
Found a very nice tutorial on youtube to build some realistic looking rope. Although the end result was heavy in polygons, each of the four stacks is roughly 5,000 quads, I was pleased wit the result. I'll prob end up making some kind of low poly version later one, when the camera is far away from this asset, but ultimately I will keep the high poly in when the camera is right in front of it. The workflow method involved taking spherical polygons (4 of them) and attaching them in a 2 x 2 formation that formed a square with the circles all flush up against the each other's sides. I had then made the pillars a live surface and built curves around the pillars and tried to make it look realistic in how it was wrapped. Lastly I extruded the spherical polygons along the curves I had made. The new helix polygon feature was an option, but I found it too neat for what I wanted.
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