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Making Of 'Poker Master'

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Date Added: 17th February 2011
Software used:

Detailing & Texturing

Once I had the OBJs with the correct UVs, I imported back to ZBrush and started to add detail and subdivide. At this point, it was a process between ZBrush, Photoshop and BodyPaint. I used different ways to add detail, using alphas to add detail with the DragRect tool in ZBrush (Fig.05). Also, in Photoshop, I added some texture layers from photographs (Fig.06), and then in ZBrush I modified the geometry based on that texture, masking by intensity (Fig.07).

872_tid_image_05_alpha_photos.jpg
Fig. 05

872_tid_image_06_elephant_skin_texture.jpg
Fig. 06


872_tid_image_07_skin_texture_final_result.jpg
Fig. 07

Sometimes I generated first the displacement in ZBrush and then used that information to modify the texture based on that, using cavity maps. In Photoshop I used that cavity map texture for masking (Fig.08). I also used ZBrush's poly painting feature and BodyPaint to remove the seams, to add detail and project photos. Finally, I created a normal map to apply to the shader in Maya. This is the final aspect of the geometry in ZBrush (Fig.09).

872_tid_image_08_high_detailed_mesh.jpg
Fig. 08

872_tid_image_09a_adding_detailed_elements.jpg
Fig. 09



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Readers Comments (Newest on Top)
avatar
Needse on Wed, 29 August 2012 1:21pm
really kool tut very informative great job thanks
avatar
Liang Wang on Sun, 20 November 2011 3:13pm
How do you make detail on the neck,such as crease.just through the alphas?what is the meaning of the "masking by intensity ", who can help me.
avatar
Koooorl on Fri, 11 March 2011 12:03pm
Wau very nice and professional pipeline and great result !!! Congrats!
avatar
Comeinandburn on Fri, 18 February 2011 9:58pm
this is an outstanding workflow making of, thanks I learned a lot. I really like how you used photo sources for the brush alphas, it really looks awesome. great result!
avatar
Andre Ferwerda on Thu, 17 February 2011 10:50am
Thank you for sharing this. Some really nice tips in here that I can use.
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