This project is an addition to my previous work on Ig-11, aimed at enhancing my understanding of optimization workflows and developing my sculpting skills in Zbrush.
The workflow for this project is as follows:
Create a low-poly asset in Maya and UV mapping.
Import the low-poly asset from Maya into Zbrush and create a high-poly version.
Generate a normal map by baking the details from the high-poly mesh onto the low-poly mesh in 3d Substance Painter.
Create a low-poly asset in Maya and UV mapping.
Import the low-poly asset from Maya into Zbrush and create a high-poly version.
Generate a normal map by baking the details from the high-poly mesh onto the low-poly mesh in 3d Substance Painter.
Project Breakdown (Estimated Time / Actual Time):
Modelling and UV Mapping in Maya: 2 days / 1 day
Sculpting in Zbrush: 14 days / 19 days
Texturing in Substance Painter: 1 day / 1 day
Look Development in Maya: 2 days / 2 days
Tris: 19000
Textures: 4096 x 1
Tools: Maya, 3d Substance Painter, Photoshop, Zbrush.