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Making Of 'Space Vagabond Scout Sniper Armor'

By Rodrigo Branco
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Date Added: 29th October 2012
Software used:
Photoshop, ZBrush, Misc

Modeling the Weapons

The next step was to sculpt the weapons: a badass sniper rifle and a deadly pistol. The concept had a lot of info that helped me to build them. The rifle was divided in four parts made of primitive geometry, using the side view from the illustration as modeling sheet and then refining in ZBrush. The same was true for the pistol, but that was split into five parts with a polygroup for each one of them. This makes it possible to sculpt details without a lot of subtools; you can add different colors and stuff simply by masking it (Fig.07 – 09).

1613_tid_fig07.jpg
Fig.07

1613_tid_fig08.jpg
Fig.08

1613_tid_fig09.jpg
Fig.09


Texturing

The projected bakes in Topogun worked really fast and were clean. I exported normal, ambient occlusion, color and cavity maps for each part of the character and grouped them in Photoshop. I then merged a lot of texture patterns to make the materials, such as metals, fabrics and self illumination maps (Fig.10 – 12).

1613_tid_fig10.jpg
Fig. 10



 
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