For this week we are in the interim of the Hi Res detailing of the character. This is the current progress right now this mesh is currently decimated in Unreal and some slight artifacting is happening due to the decimation. The second part of the week will be all about retopology and baking.
Here is a render in Unreal that also shows the back of the turtle I wanted to include some heavy detail for his backside as well and implemented some carving into his turtle shell as well as putting in some nice detailing in the circular object in his headdress/crown.
And here's just a fun angle playing around and seeing if anything can look cool!
Here is a render view of the hi res mesh in zbrush here I have lost detail with the liners of some of the clothing and I will have to figure out some workaround for it.
Here is the polygrouped version of the zbrush render showing the separation of parts and a glimpse of the workflow I have been using.
Here is my reference, not much has changed for this week in terms of reference since I am locking down on the ideas for this character and big reference change is something I am not worried about at this moment.
Here is the perforce submission for this week.
No comments:
Post a Comment