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The Hi-Rez Sculpt Model
"Starter Meshes" were first created in Maya at the proper scale, and in the rough proportions of the target geometry. From there, primary sculpting was done in ZBrush. Some of the hard surface objects or small detail items were modeled in Maya.
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click on image to enlarge
The Game-Rez Model
The game resolution meshes were created by retopologizing the hi-rez meshes either in ZBrush, or in Maya using digitalRaster NEX. Close attention has been paid to the animation requirements of the project, in order to create properly deforming geometry.
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Full Body In-Game Model Tri-poly Count: 8902
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UVs and Maps
UVs were generated for the game-rez mesh using UVLayout. Normal Maps were created using xNormal. Initial Diffuse/Color was created using ZBrush's PolyPaint tools, with final detailing being done in Photoshop and/or Painter.
UV Layout
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Diffuse Color 1024 x 1024 x RGB
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Normal Map 1024 x 1024 x RGB
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Specular Map 1024 x 1024 x Grey
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Opacity Map 1024 x 1024 x Grey
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Singles
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click on image to enlarge
click on image to enlarge
click on image to enlarge
click on image to enlarge
click on image to enlarge
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