In order to avoid long and boring description how we've actually did it follow this link:
http://kiryha.blogspot.com/2015/10/nicky-tanner-under-hood.html
For 2 years on this project worked from 9 to 10 people in Modelling department (approximately 80% of modelling completed in 1 year). Most of them without any experience in 3D animation projects. Some of them without any experience in modelling, texturing or even in 3D graphics at all.
Main proportion of all locations and objects laid primarily in Zbrush (Maya used only to determinate exact size and position). Thereafter all of it distributed between the team.
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PORTAL |
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WAVES |
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COPSE |
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PRECIPE |
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LAKE |
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WHOLE UNDERWORLD |
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FIREMUSH |
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FLYINGSTONES |
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BLUECAVE | |
Characters
Hmm.... nothing special, just a differing method of creating: Maya-Zbrush-Maya or Zbrush-Maya-Zbrush etc( in effect two people created all characters). Trying save time not only for our department, but also for others I decided to use the same topology for some of main characters(Ciryl, Nicky, Rocky). At least it saved time for texturing (identical UV mapping). Speaking of time I mean from 1 to 5 days (ready for rigging and texturing) on the model.
Final render
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CYRIL |
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