For this project I was provided with a concept to model from. The process for the final product was completed in five stages.
01 – Low Poly Block Out
This stage was completed in Maya with special attention to the number of vertices used and with good topology for use in a game engine. This was completed in Maya.
02 – UV Unwrap
The low poly model was unwrapped in Maya with materials applied for effective use in Adobe Substance painter.
03 – High Poly Sculpting
The low poly model was brought into ZBrush – the mesh was subdivided to add more resolution to allow for higher detail sculpting and geometry.
04 – Baking & Texturing
The high poly model was baked over the top of the low poly model imported into Adobe Substance 3D painter. This resulted in the generation of the Normal and AO maps. The Roughness, Metallic, and Base Color Maps were painted / constructed by hand using the program. The maps were output for use in Marmoset.
05 – Lighting & Rendering
This stage was completed in Marmoset. Care was taken to select a background that would complement the piece and lighting to best showcase the angles of the asset for a turn around animation output.