Ambient Oclusion
Albedo
gloss
Normals
Similar to the process I had to carry out on my character model with the normals, I also had to carry out the process once more with this statue. When I first baked out the normals the book that the statue is carry had baked onto the robe and I wasn't happy with how it looked, so I had to separate the book out as a different object along with the robe and the base also, so that I could bake them all separate again and piece them together in photoshop so that there was not strange obscurities in the model.
Similar to the process I had to carry out on my character model with the normals, I also had to carry out the process once more with this statue. When I first baked out the normals the book that the statue is carry had baked onto the robe and I wasn't happy with how it looked, so I had to separate the book out as a different object along with the robe and the base also, so that I could bake them all separate again and piece them together in photoshop so that there was not strange obscurities in the model.
Lowpoly UV unwrap
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Finalised Low Poly model created from quad drawing over the top of descimated versions of my statues high poly model that I created within Zbrush that can be shown below.
By using a range of brushes, i was able to give the statue the appearance of being very old and worn away which was exactly the look I was going for, so that it would fit well within the games environment.
Above are the screenshots I captured of the finalized statue rendered within quixel with all texture maps applied to it. I decided to add a small amount of mold detail to the textures during the Quixel workflow as I imagined that the dungeon would be quite damp and end up creating a slight tint of mold on the statue, which gives it that extra level of realism when added to the games environment.
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