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Making Of 'Lost Trinity'

By Brian Recktenwald
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Date Added: 16th June 2009
Software used:
3ds Max, Photoshop, ZBrush

However there were other steps I took to help in form preservation in Zbrush before sculpting. For each of the imported OBJs, I first creased the edges immediately after importing the OBJ and going into edit mode. (Tool>Geometry>Crease). This preserves the mesh border before subdividing further.

562_tid_image10.jpg
After dividing the chunks once or twice I began the initial sculpting. I played off the technique of getting as much as you possibly can out of each subdivision level before dividing again. My technique was slightly different because I had already done the blocking out in max so diving into major surface sculpting was not necessary, and I instead focused on the surface details in the 5-8 subdivision range.

562_tid_image11.jpg

At this stage I used only the basic edit tools such as std, inflat, layer and smooth with varying curves. After I was happy for each chunk, I then began a popular technique of "sculpting with my texture." First, I subdivided the mesh as high as it can go. I then imported my texture maps into Zbrush and immediately flipped the texture horizontally and rotate 90 under the Texture menu. This is needed because of 3dsmax's coordinate system. With the texture looking correct on the mesh I pulled a mask from the texture (Tool>Masking>Int). Below is an example of the untouched OBJ going through the steps.

562_tid_image12.jpg
Click to Enlarge





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(ID: 123835, pid: 0) Delikedi on Sat, 09 June 2012 12:46pm
Subarashi... mother of god. how did you do that man? Can I import like this scene(map) to UDK ?
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