Friday, November 27, 2009

Working with ZBrush and Maya

I had one week to develop concept for a head sculpt, re-topologize the geometry in ZBrush, unwrap and UV in Maya, and generate a color map, displacement map, and normal map using ZBrush and Photoshop. I had a lot of fun with the process, and I ended up spending about 8 hours on it total.























This is the low poly mesh that was imported as an OBJ from ZBrush to Maya.





Here is a breakdown of the maps. This was my first experience using displacement maps and proved to be a good learning experience. I have to watch it though, my seam from the UV unwrap is pretty messy and you can see it protruding through the mesh.



Click Here for Higher Quality
Final render of the alien with mental ray.

No comments:

Post a Comment