This week for my FMP I started on my sculpt for the High Priestess. This was a very standard sculpt process- going from blockout to refined shapes to detailing. But I also wanted to be efficient with my sculpt process to ensure I wouldn’t be spending more time on an area than I should. So I broke down the ‘sculpting’ to be partly in ZBrush and partly in 3DSMax.
For the base proportions of the
High Priestess I did all the sculpting in Zbrush- I created the blockout using
primitive shapes, refined it to create the figure then sculpted in the details
of the face, etc. I created the base shape for the hair, veil and skirt in a
similar way in ZBrush. For the jewellery, armour and chains though I created a
lowpoly base mesh for them in 3DSMax first before bringing them over to ZBrush.
I thought I could make them in ZBrush to start with using the ZModeller tool as
it’s good for making hard surface assets but I knew I would be faster in Max
since I’m more familiar with it. Doing this also would save me time during the
retopo phase since I already have lowpoly models to bake and texture on. I
brought them into ZBrush to give some high poly polish to them.
I envision the retopo will be fairly lowpoly. I had on the brief to not go over 70k tris but I think I’ll be much less than that, probably maximum 20k at least for the High Priestess. Hand painted characters I’ve made in the past have all been closer to 10k tris so I’m giving myself room for more topology since I can afford to.
With all the main sculpting done though I can start exporting the model and heading straight into retopology and unwrapping!
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