I am making a scene over the weekend that I am conceptualizing in my head. The scene will be a house on a hill with a tree growing out of the house around a forested area. I created the tree the other day in zbrush
This tree was created using a Zsphere, then I used sketch on the polygon version of the Z sphere model to bulk out the tree. I created hollows and branches and things of that sort as well.
I also sent a lower poly mesh into 3ds Max after decimating the polycount down in order to retopologize it. I used the freeform tools in 3ds max to create this Tree in a side by side comparison to the decimated tree. The polygon flow is much smoother and more optimized for in game use.
Keep in mind that I am trying to keep the polycount low and as non hyper realistic as possible. So I plan on spending the time to make Painterly textures to go on my models and may possibly avoid normal mapping, but I will probably end up emphasizing more on my ambient occlusion maps as well in the near future.
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