{"id":3586,"date":"2012-11-22T21:57:59","date_gmt":"2012-11-22T21:57:59","guid":{"rendered":"http:\/\/www.terrymatthes.com\/?p=2308"},"modified":"2024-03-06T20:10:39","modified_gmt":"2024-03-06T20:10:39","slug":"tombstone-wip","status":"publish","type":"post","link":"https:\/\/terrymatthes.com\/2024\/2012\/11\/22\/tombstone-wip\/","title":{"rendered":"Tombstone WIP &#8211; Sculpting"},"content":{"rendered":"<p><a  href=\"http:\/\/www.terrymatthes.com\/wp-content\/uploads\/2012\/11\/tombstone_wip.jpg\" data-rel=\"lightbox-gallery-0\" data-rl_title=\"\" data-rl_caption=\"\" data-imagelightbox=\"0\"><img loading=\"lazy\" decoding=\"async\" class=\"alignright size-medium wp-image-2307\" title=\"\" src=\"https:\/\/terrymatthes.com\/2024\/wp-content\/uploads\/2012\/11\/tombstone_wip.jpg\" alt=\"High and Low Poly Tombstone\" width=\"300\" height=\"163\" srcset=\"https:\/\/terrymatthes.com\/2024\/wp-content\/uploads\/2012\/11\/tombstone_wip.jpg 1049w, https:\/\/terrymatthes.com\/2024\/wp-content\/uploads\/2012\/11\/tombstone_wip-300x164.jpg 300w, https:\/\/terrymatthes.com\/2024\/wp-content\/uploads\/2012\/11\/tombstone_wip-1024x558.jpg 1024w, https:\/\/terrymatthes.com\/2024\/wp-content\/uploads\/2012\/11\/tombstone_wip-768x419.jpg 768w\" sizes=\"auto, (max-width: 300px) 100vw, 300px\" \/><\/a>Over the past few years I have really started to feel dependent on Maya as my 3D application of choice. It&#8217;s an amazing piece of software, but when it comes to creating game assets ZBrush eventually came impossible to ignore. This is my first attempt and producing a game asset from start to finish in ZBrush. To help me get started I sat down with a friend of mine who is a character artist by trade and spends a lot of his time in Zbrush. After learning about some really important concepts such as Poly Groups and using Zspheres for retopology I was on my way. The low poly on the left clocks in at ~1K polys which is what my target was. The original on the right was about 4 mil, but that doesn&#8217;t really matter because we are only using it for baking our texture maps. The next step for me is to UV map the low poly version and then it&#8217;s off to <a href=\"http:\/\/www.xnormal.net\/1.aspx\" target=\"_blank\" rel=\"noopener noreferrer\"><strong>xNormal<\/strong><\/a> for transferring the details from the high to the low.<\/p>\n<p>The stub mesh I started with was created in Zbrush using <strong>Shadowbox<\/strong> and the black and white texture below. I looked at my concept art and created a Z axis portrait and a X axis portrait of the tombstone for the Shadowbox alpha. I really like this work flow as it&#8217;s incredibly fast and can save you a lot of time when it comes to creating your base to sculpt on. The cuts in the rock surface were made with the <strong>clip curve<\/strong> brush and then I used the <strong>Trim Dynamic<\/strong> brush to flatten out the sharp edges. The rocky noise was made using <strong>Surface Noise<\/strong> and then repeating the process after masking off certain portions of the mesh using\u00a0 the <strong>Mask by Cavity<\/strong> function.<a  href=\"https:\/\/terrymatthes.com\/2024\/wp-content\/uploads\/2012\/11\/grave_D.jpg\" data-rel=\"lightbox-gallery-0\" data-rl_title=\"\" data-rl_caption=\"\" data-imagelightbox=\"1\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-2309\" title=\"\" src=\"https:\/\/terrymatthes.com\/2024\/wp-content\/uploads\/2012\/11\/grave_D.jpg\" alt=\"Alpha Texture for Grave\" width=\"338\" height=\"178\" srcset=\"https:\/\/terrymatthes.com\/2024\/wp-content\/uploads\/2012\/11\/grave_D.jpg 338w, https:\/\/terrymatthes.com\/2024\/wp-content\/uploads\/2012\/11\/grave_D-300x158.jpg 300w\" sizes=\"auto, (max-width: 338px) 100vw, 338px\" \/><\/a> One thing I found useful was the ability to save out noise profiles for later use. I have about six tombstone to make so not having to toy with the noise curves for each one will save me a lot of time. The last step was to go in by hand and carve in individual cracks with the <strong>Dam Standard<\/strong> brush. This mesh is going to be used in a scene I&#8217;m creating for the UDK. I&#8217;m really excited to attack this mesh with poly paint after it has UVs as I recently <a href=\"http:\/\/www.cgnuggets.com\/collections\/frontpage\/products\/september-2011-video-polypainting\" target=\"_blank\" rel=\"noopener noreferrer\">watched a great video<\/a> on the subject by Jesse Sandifer. More to come soon \ud83d\ude42<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Over the past few years I have really started to feel dependent on Maya as my 3D application of choice. It&#8217;s an amazing piece of software, but when it comes to creating game assets ZBrush eventually came impossible to ignore. This is my first attempt and producing a game asset from start to finish in [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":2307,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"_et_pb_use_builder":"","_et_pb_old_content":"","_et_gb_content_width":"","om_disable_all_campaigns":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[341,343,5,9,10],"tags":[127,218,239,246,282,295,328],"class_list":["post-3586","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-blog","category-game","category-modelingsculpting","category-techart","category-unreal-2","tag-grave","tag-poly","tag-sculpt","tag-shadowbox","tag-tombstone","tag-udk","tag-zbrush"],"acf":[],"jetpack_sharing_enabled":true,"jetpack_featured_media_url":"https:\/\/terrymatthes.com\/2024\/wp-content\/uploads\/2012\/11\/tombstone_wip.jpg","_links":{"self":[{"href":"https:\/\/terrymatthes.com\/2024\/wp-json\/wp\/v2\/posts\/3586","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/terrymatthes.com\/2024\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/terrymatthes.com\/2024\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/terrymatthes.com\/2024\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/terrymatthes.com\/2024\/wp-json\/wp\/v2\/comments?post=3586"}],"version-history":[{"count":2,"href":"https:\/\/terrymatthes.com\/2024\/wp-json\/wp\/v2\/posts\/3586\/revisions"}],"predecessor-version":[{"id":4393,"href":"https:\/\/terrymatthes.com\/2024\/wp-json\/wp\/v2\/posts\/3586\/revisions\/4393"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/terrymatthes.com\/2024\/wp-json\/wp\/v2\/media\/2307"}],"wp:attachment":[{"href":"https:\/\/terrymatthes.com\/2024\/wp-json\/wp\/v2\/media?parent=3586"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/terrymatthes.com\/2024\/wp-json\/wp\/v2\/categories?post=3586"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/terrymatthes.com\/2024\/wp-json\/wp\/v2\/tags?post=3586"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}