Thursday, September 12, 2013

Hand game model

Today I baked the normal, cavity and ambient occlusion map using Xnormal and fixed some of the losses of volume in the hand when I rebuilt it in Maya. After a visual comparison I decided the maps would do and I continued to polypaint my Zbrush model.

During polypainting I found that using the standard brush left me unsatisfied with how the skin looked. It resembled the material definition of a plastic bag pulled over -in this case- a hand. So I changed brush to the ClayTubes brush and started applying a 'van Gogh'-like way of texturing; continuously softly hitting my tablet. The results were way better.

Comparing volumes.
Left model: 1.8k tri's | Right model: 2,000k tri's

Results of polypainting.

I used different functionalities within Zbrush and various programs to export my polypaint to a texture map and found that using the GUV tool in the UV Map menu worked best and most stable. It creates a temporary UV set for the high resolution model which you can use to project the polypaint to. Then flip the vertical vector and export. After that add it to Xnormal and bake the base texture. Voilá.

Mental Ray render.

I'll be working with Houdini FX for the rest of this week.

Kind regards,
Pim

ps. Video made in Marmoset Toolbag to retain the 'game' aspect of the model.

The artifact is something I get when I record 1/1 using the Marmoset video recorder.
1/2 fixes it though, but the resolution is cut in half.

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