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.

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Final render of the alien with mental ray.

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