Body Modeling
It is same like the head - Create a low poly model with right mesh topology for good rigging and export it to Zbrush, add details, calculate displacement maps and export it back to max with 1 divide-to keep some basic mesh details done with Zbrush. I didn´t create any great details for the body because the armor covers almost everything
Body Textures
Because whole body have only one 4096 * 4096px texture and I used 5 different mask textures for masking shaders - skin, fabric, metals, leather.
On the body were used 14 textures - by 2048*2048 to 4096*4096
Leather Mask |
Fabric Mask |
Skin Mask |
Armor
Armor was the biggest and the most important part of the character. In the original artwork by Blizzard, armor is "simple" and looks cheap. I liked to make it like some rare and extra expensive stuff.
|
|
|