ITGM 733 - Digital Sculpting for Video Games
Chirostenotes Pergracilus - ZBrush sculpt
Project Summary:
Create a digital sculpture based on a real or imagined character or creature. The process
should be all inclusive from reference photos or sketches, base mesh, UV layout, sculpting,
texturing/painting, normal map generation, and rendering.
Results:
Click on the image to the right to see the final render.
References and Sketch
Base mesh
Initial Musculature
Skin Texture and Pose
Final Color
Conclusions
Overall I'm extremely happy with how this model came out, considering it's my second go at ZBrush. I ran into a memory ceiling on the machines at school
because they were running 32-bit Windows XP. I was able to get the geometry to about 1.25 million polys but that isn't sufficient to hold proper skin
and color detail. The color is the weakest part at this point, I prefer the bare geo for now. I plan on taking it back into ZB on my 64-bit machine and push
it further, particularly redoing the skin texture with better alphas. The normal maps in Maya need further refinement, they hold up somewhat well but still
don't have the fidelty to the sculpt that ZB does. Displacement maps fell apart completely. More to follow.