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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

Modelling the Cave

The very first technique I tried for the render-ready cave was to re-use the geometry from the concept render.  This ended up not working at all because of the wide lens used.  Had I used this wide lens for the final render, a ton of distortion would have happened to any foreground object causing undesirable stretching.

I began re-creating the composition using very simple objects such as distorted spheres, planes, and renderable splines.

562_tid_image04.jpg
The next step was deciding how I was going to chunk up the cave so I can sculpt the highest level of detail in Zbrush and output the highest resolution textures and normal maps.  Also, I had to keep in mind the size of the chunks so I could maintain texel density throughout the entire scene.  Treating the chunking-up process similar to that of a character, I followed discrete crevices and roots to hide my geometry seams. Below is an image color coded, showing how I chunked the cave up.

562_tid_image05.jpg

Then, using these objects as 3D blueprints, I created proper topology on top using 'snap to faces' and splines.  Once I had my spline cage drawn, I converted them to editable polys, combined them all and then merged the vertices with a weld threshold of .001.

562_tid_image06.jpg




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Readers Comments (Newest on Top)
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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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