Patrick Jamaa – Rockstar Studio


 

I baked my normal maps in Max with the “Render to Texture”. For the heaviest OBJs, I used MeshLab to reduce the polycount by half without losing any detail.

 

 

In order to match the details of the diffuse to the normal map, I made a base color map with the Polypainting in Zbrush. The possibility to paint directly on the sculpt and have the symmetry activated made me save a lot of time to spot all the details of the high res on my textures.

 

 

As the High res model doesn’t have Uvs, I created them with the automatic unwrap in Zbrush (AUV Tiles). Then I projected the polypainting colors on these news Uvs, and exported the High res OBJ with its texture (1). I imported all of this in Max and made a Render to texture to project the diffuse on the Low res (2). This way I got a very good base for my color map with the final Uvs of the Low res mesh (3).

 

 

On top of this base color map, I use an occlusion map in multiply, then paint details by hand in Photoshop. I also used some photo textures found on CGTexures.com for the scales of the fish and mermaid. To get interesting results, I desaturated the diffuse map on these areas and made various colors from pink to yellow on the specular.

 

 

Et voici les différentes maps finalisées :

 

 

 

 

Most of the times you don’t need to spend a lot of time on skinning for this type of contest since you have to submit images and not animations. So you usually have the possibility to adjust your vertices by hand if some areas don’t get proper deformations.

However, with so many tentacles and curves on my two characters, an approximate skinning or a basic rigging would have affected my final posing very badly. So I took an entire week-end to work on this phase, and didn’t regret it afterwards. Each tentacle had an IKspline, and each point of those splines was controlled by a dummy. This way I had a very good control on the pose, and was able to adjust the curves as much as possible to avoid the visible segments.

 

 


Beside the usual renders showing the concept, textures and construction shots, we had to create a “winning pose” and a “beauty shot” render. The first one has to showcase our character without any effect that a game engine shouldn’t be able to reproduce (SSS, Caustics, final gathering etc), on a ¾ front and back view, and with a simple 3 spots lighting.

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