The canon was a several months long project that I was able to go back and adjust before industry review.
I started out with a blockout in Maya based on the references I pulled from artstation. I also grabbed various texture references for later.
I then went into ZBrush to sculpt in texture. I have never done a realistic sculpt before so this was a learning curve, but I think in the end I did well. For the wood grain I used clay buildup and damstandard to achieve a rough, grainy effect that I then pulled back with morph target. I also used morph target on the metal textures after roughing them up with a noise brush. For variation I carved cracks into the metal as well as whirls in the wood for knots.
I went back to maya to retopologize the blockout to be game ready. My goal was to get below 10k tris, and I just barely got there with 9780. I spent a lot of time working on realistic textures, adding in color variation, dirt and grunge, generators for AO, and more. I think adding in subtle gradients really helped push my texturing further.
Below are some more renders from Unreal.








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