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I started with a quick concept, really simple concept with boxes and simple primitives.
After doing the concept, I started to work with the primitives, I love paint deformation in editable poly, so I used it for high poly modeling. For example, the modeling of the big stone was the biggest challenge, I divided the areas of box, which are visible to camera using Tessellate and Meshsmooth in editable poly dialog. First Tessellate and after that, Meshsmooth. You must know where to use Tessellate, as it could make your mesh a bit messy. I modeled the moss and not taking to much care about correct topology, as I was after messy look, because moss is messy. I wanted some on the flat stone wall on the left side lying in dirt, on the damaged stairs, bumpy middle surface, the right side of the stone, and small islands with dots of moss, but modeled not on the bump map. I wanted maximum modeled detail, no fake detail. After Tessellate and Meshsmooth I used the paint deformation by simply, selecting the brush size and strength and drew on the model and on the messy area, I used a relax brush.
A friend said, "Why don’t you use displace for modeling details instead, or you’ll go crazy during the mapping!" My answer was simple, I wanted all details under my control and I think this technique is much faster than drawing a displace map, because with paint deformation I see all immediately. |