man... amazing work done here. Can I ask you a question : how do you make a super realistic texture unwrapping? I recently entered in the world of 3D and I can't figure how you done that (I don't talk about applying the texture, but how to make this texture).
man... amazing work done here. Can I ask you a question : how do you make a super realistic texture unwrapping? I recently entered in the world of 3D and I can't figure how you done that (I don't talk about applying the texture, but how to make this texture).
Thank you! first, all of these are screenshots taken directly from zBrush, which is the 3D sculpting program i use... so it's going to have about 25%-ish more detail than it would in Starcraft 2!
second, zBrush creates "normal maps" for me, which is where 90% of the faux-detail lays. once I paint the color on the models and create a low-poly mesh for them, the program unwraps the UVs for me, exports the .obj file and creates diffuse / normal maps for me to use in 3DS max! most details on these models will be from the normal maps, but when painting the diffuse map (the color) i will need to focus on where the details in the normal maps will be and make sure to accentuate those parts. this will create more detail in the end result.
as i said before, once they're put into starcraft there will likely be less detail (if i work it hard, i can push the detail closer to how it looks here!), however i feel like normal maps are what you need to look into! there's multiple ways to create normal maps, i just use zbrush to create normal maps for me out of the details I sculpted. keep in mind also, the models you see here are upwards of 1-5 million polygons so they're not ready for starcraft just yet!
with a nice combination of diffuse, normals, specular and emissive maps, you can create really nice looking models that only use 2000-3500 polygons! i'll be taking all of these from zbrush to starcraft 2 very soon, and once i get the workflow down i'll be able to explain it a bit better!
tl;dr - most of the work is done in zBrush for me. it's very difficult to achieve this level of detail without using a 3D scuplting program, albeit there are people who excel at it.
If you ever plan to release there. I suggest releasing the high quality version and the low. Ya never know when someone might want one for a cutscene or two.
If you ever plan to release there. I suggest releasing the high quality version and the low. Ya never know when someone might want one for a cutscene or two.
I plan on releasing every single one of these for free use once I get them fully Starcraft ready. I'll definitely release the fully detailed .obj file, however huge it may be :)
@unclesatan: Go
man... amazing work done here. Can I ask you a question : how do you make a super realistic texture unwrapping? I recently entered in the world of 3D and I can't figure how you done that (I don't talk about applying the texture, but how to make this texture).
Thank you! first, all of these are screenshots taken directly from zBrush, which is the 3D sculpting program i use... so it's going to have about 25%-ish more detail than it would in Starcraft 2!
second, zBrush creates "normal maps" for me, which is where 90% of the faux-detail lays. once I paint the color on the models and create a low-poly mesh for them, the program unwraps the UVs for me, exports the .obj file and creates diffuse / normal maps for me to use in 3DS max! most details on these models will be from the normal maps, but when painting the diffuse map (the color) i will need to focus on where the details in the normal maps will be and make sure to accentuate those parts. this will create more detail in the end result.
as i said before, once they're put into starcraft there will likely be less detail (if i work it hard, i can push the detail closer to how it looks here!), however i feel like normal maps are what you need to look into! there's multiple ways to create normal maps, i just use zbrush to create normal maps for me out of the details I sculpted. keep in mind also, the models you see here are upwards of 1-5 million polygons so they're not ready for starcraft just yet!
with a nice combination of diffuse, normals, specular and emissive maps, you can create really nice looking models that only use 2000-3500 polygons! i'll be taking all of these from zbrush to starcraft 2 very soon, and once i get the workflow down i'll be able to explain it a bit better!
tl;dr - most of the work is done in zBrush for me. it's very difficult to achieve this level of detail without using a 3D scuplting program, albeit there are people who excel at it.
Ok, thanks for the answer. Is zbrush free? I always use blender and I would like to try it if it goes better than blender...
zBrush isn't free, but blender has sculpting tools and I've seen people achieve similar details with blender! give blender's sculpting tools a spin :)
If you ever plan to release there. I suggest releasing the high quality version and the low. Ya never know when someone might want one for a cutscene or two.
I plan on releasing every single one of these for free use once I get them fully Starcraft ready. I'll definitely release the fully detailed .obj file, however huge it may be :)
I've decided I'm just going to upload through attachments, easier for people to deal with that way.
Link from Legend of Zelda :)
Still gotta make his sword and shield
Very cool models~Nice work.
@unclesatan: Go
Very nice... Master sword?
That means alot coming from you Delph :) thank you!
The Master Sword and Hylian Shield are both my next thing to tackle! :D