Thread: Gnome - WIP.
View Single Post
# 5 30-06-2005 , 07:25 PM
caligraphics's Avatar
Registered User
Join Date: Mar 2003
Location: Billund, Denmark
Posts: 992
Thanks for the kind words;

Tech info:

Model is SubD, with a displacement map created in zbrush.

I started by creating a very rough shape in Maya, making sure it was all quads, and the quads was spaced in a way that Zbrush likes the best.

Then I divided the model, and went from around 1000 polys to 4000. Then I imported the model to maya, and refined it further.

Back to ZB, and started the real sculpting. After a few hours I had a model with no ears, but realized I wanted those big ears and that I had too little geometry on the model to create them in ZB.

Back to Maya, extruded the ears as a huge box, and went back to ZB to create the overall shape of them. at this stage the model was around 6000 polys.

Then I started to really create the details, such as the creases, shaping over and over, until I finaly had that model.

Now, I am at a stage where the model is around 6600 polys, so still very easy to handle in Maya. I converted that to a subD surface, and applied the Displacement map that I exported from ZB.

So I have been from Maya to ZB and back alot!!

The Disp map is what really gives the detail and the shape.
The displacement map file is 96mb in size. And Mental Ray is reporting a final model with ~2.000.000 polys.

Now I have started on some texturing tests, and this next image is the first layer of paint. By the way, I have skipped the FG and cool lighting in this image.

Attached Thumbnails

Carsten Lind
Senior 3D Artist,
Maya Software Manager & Maya Instructor
LEGO Systems A/S