Monthly Archives: November 2010

Zimiri – Rebake Attempt

You may recall I had a bit of trouble with seams on Zimiri because he was segmented into multiple pieces.  Well I discovered that I can use a plugin in Zbrush to lower the poly counts of my high resolution meshes so that I can import than into 3D studio max.  From what I gather […]

Handgun – Finished

So I was able to get this thing into Topogun and bake my textures required for painting.  I had some minor distortion from miss placing some smoothing groups but all and all they both came out well.  I only had to do minor touch ups in photoshop prior to painting my diffuse map.  We have […]

Zimiri comes to life!

After i passed in my finished textured mesh to my art lead he started skinning him to the default skeleton in UDK.  Unfortunately Zimiri’s shoulders weren’t exactly a perfect match with the skeleton so he had to adjust it so it would fit and bend properly.  All and all he turned out very well.  I […]

Handgun – Zbrush

Talk about a pain in the butt.  When I first attempted this I was trying to smooth all the hard surfaces manually.  This was the only method I could think of because if you subdivide with smoothing on it will completely round out your model.  Alternatively if you turn smoothing off of your subdivide you’re […]

Handgun – Base Mesh

This was pretty tough to maintain the silhouette of my concept while keeping the poly count low enough to be usable in the game.  It came in at 582 polys as the finished product,  I think I may want to add a few more to my scope to give the eye piece some curvature.  Other […]

Handgun – Concept

With Zimiri complete and passed over to my art lead for rigging and adding to the game pack, my next task was to design a handgun.  Well I’d say this is more like a hand cannon than a handgun but what do I know.  After talking with the art lead about what he wanted it […]

Zimiri – Finished Product

This is where you finally get to see the fruits of your labor.  With applying the texture materials to the mesh it transforms the low poly mesh from a solid gray to this… Low and behold the finished product!  Well I can’t really say he’s done yet because the next challenge comes with the rigging.  […]

Zimiri – Texturing

Time to fire up the oven to bake some textures!  With everything unwrapped in 3DS Max we can now reimport the meshes and bake a normal map and occlusion map for texturing.  I had to import each piece individually bake my maps, then take them into photoshop and create one master file which ended up […]

Zimiri – Retopologize

Now with my newly created high poly meshes from Zbrush I need to resync my low poly geometry up to it.  So I’m going to import both meshes into Topogun and manually fit my low poly mesh over my high poly mesh. So I imported all of the pieces of Zimiri separately and saved out […]

Zimiri – High Poly Mesh

Time for a little Zbrush action!  This is the best part of the work flow because you get to add all kinds of detail you can’t achieve with geometry alone.  I have the most fun at this stage because this  is where I get to flex my digital sculpting skills and really start to bring […]

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