High Poly Model: The high poly models are the source for the Normal texture and the Ambient Occlusion shading that are later applied to the low poly model. Normal textures are basically explained: 2D images that are pretending to be 3D. I will explain the modeling workflow on the mask but I will also give short insights in the other models. I decided to make a mask after all the other high poly models of the character were already finished. So there was no sculpt concept for it but I quickly made one. The mask had to fit right into the helmet, the easiest way to archive this was to model the mask base mesh from the helmet, I then imported that base mesh in Zbrush and sculpted the concept.
Here is the finished mask concept in max. Its very rough and a lot smaller things will change in the process:
The key is to model the main shapes first and making loops that define the flow of the shapes. So often looking how the loops work with the turbo smooth applied helps a lot. After this stage I split the mesh into his elements, that makes it much easier to define the model more and making loops for the smaller shapes.
Here is a look at the head:
This is the full high poly model:
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