Friday, 27 April 2012
Street_Scene (ii)
Wall Update!
I took the wall High poly base mesh from 3dsmax and put it into Zbrush :
I then sculpted surface details into it to look run down and weathered :
After having the details I wanted, I exported the high poly sculpt into 3dsmax and baked the details into maps using a new low poly Unwrap :
With the Ambient Occlusion map I was able to get a good basis of depth for creating a diffuse map :
Finally applying the maps to a DirectX shader in max viewport, I could see what the wall would look like 'ingame' :
Next step,
Floor, then population assets.
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