Sunday, 18 October 2015

Games Art - High Poly Asset: Part 1

For the high poly model I plan to make the majority of the shape in Maya, and then add the more organic elements in ZBrush (e.g., the bullet hole on the helmet, the folds in the clothing).


Below is the first 'iteration' I have created. It is the basic shape of the helmet. The proportions are still slightly inaccurate, there is no detail on the side panels and no smoothing.


First Iteration of the Helmet


Below is a slightly improved version. The dome of the helmet is a more accurate shape, and the whole model has been subdivided and smoothed. The side panels and antenna* are still only placeholder. The image was rendered with Mental Ray and has a three-point lighting setup.


Second Iteration of the Helmet


Below is the final version of the helmet I will continue to sculpt in ZBrush.


Final Helmet Model before ZBrush Sculpting




 *It's actually an 'External Targeting Rangefinder'. Since that's a lengthy term and most people mistake it for an antenna, I will simply refer to it as the 'antenna' for the purposes of this blog.

Games Art - AAA Game Asset


For this unit, we are tasked with modelling and texturing a AAA-quality game asset. I chose to create a Boba Fett bust similar to the one pictured below, as I believe the weathering on his helmet and armor will take advantage of a PBR texture setup.

Boba Fett bust


I have created a reference sheet that I can use in Maya to create the helmet. However, there are many different versions of Boba Fett's helmet with slight variations and I was unable to find perfect front side reference images, so I will not be following the reference exactly.

Helmet Reference Sheet