For this project, I am modeling a plague mask based off of a concept made by AbyssalBrews (source linked.) In the first step, I made a proxy model of the design in Maya and imported it into Unreal to set up the lighting rig and glowing effecting of the potion bulbs. Next, I sculpted a high resolution version in ZBrush, adjusting the proportions to better match my reference. I used ZRemesher and Quadraw to retopologize the mesh, and then brought it back into Maya to cut UVs. After that, I painted textures in Substance Painter. Finally, I brought everything together to render in Unreal.
Renders
Final renders:
High resolution sculpt in ZBrush:
Proxy with lighting rig:
Project Plan
I mapped out a plan for this project over the next couple weeks.
Week 1: Proxy model and lighting setup.
Week 2: ZBrush sculpt
Week 3: Game Resolution model, UV, texturing, and updating materials in Unreal.
Final 2 days: Making adjustments based on feedback.
Reference
No comments:
Post a Comment