Thanks for posting this!
I actually love seeing videos like this. Wish we could see behind the scenes stuff like this for DA:I. I find watching the creation to completion process (like this) pretty fascinating.
yea that was a pretty cool video, he mostly starts to do his base mesh in Maya, witch is similar to 3ds max (the program i use) and then takes the model into Zbrush for further detailing and then , imports the model form Zbrush back into Maya to get the so called "normal maps/ ambient occlusion /defuse" maps to give that further detail on to the low poly model in Maya, Im gonna do a similar thing only i wont be using any sculpting program such as Z brush or Modbox as i fond those kind of "disorienting" because it moves several vertexes at once witch doesn't give me as much control as I want as in 3ds max for example where I have full control of every vertex individually so instead of a sculpting program I use NDo witch is a plugin for Photoshop that allows you to do normal maps without using a sculpting program.... and I find that rather useful as I have more control over what I am doing....
also Normal maps means- is a technique use to simulate a detailed high poly mesh into a low poly mesh... as an example would be what the link you just provided.. of use of a high poly object modeled in Z brush made from millions of polygons and then transferred into another modeling program such as Maya or 3ds MAx and then re model that object into a low poly version, via baking in the maps into the low poly version, if you use the render to texture feature





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