Here's the breakdown of the image:
At first I sculpt the model with dynamesh, without really care about the topology. But still some easy objects are retopo with Zremesh. As you can see I do have about 8 primary brushes to work on this guy.
After I'm happy with the overall shape and silhouette, I started to separate the dynamesh become a lot of objects/subtool. I did mask the dynamesh part by part, extract, zremesh and edgeloop them one by one.
By the end of the day i got separated subtools with better topology. And I start to make them hi-res polygons. (for detailing purposes)
Here's what it looks like after I detailed the model.
After this step, I export them one by one to Keyshot.
All the shaders are build from the keyshot library.
After I satisfied with the shader, I started to render some shots (with different HDRI) for comp later on.
All the final detailing (scratches, symbols, scarfs, etc) are added on with Photoshop.
Cheers!
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