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To start the details I first used the Slash3 brush to make the lines between the pieces of the armor.
I used lots of alphas to make all the little things like the screws, lids, vents, etc and for those bigger shapes I made a masked section and extruded the zone using “inflate” in the deformation panel. Lastly I used the Mallet Fast and Slash brushes for all the damage, scratch and knocks.

At this point all the modeling it’s done.
Textures and projection
I unwrapped the model in UVlayout.
I baked a displacement map in ZBrush and applied it into the body mesh. For the hard surface I used normal map. The following image shows a render of the body with the Vray displacement mode and a simple clay material.

To start the diffuse map I painted a base color map with polypaint in ZBrush and finished it painting in Photoshop. All the textures of the armor were made in Photoshop
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The body skin and the armor have very different specular; the metal is very shiny and the skin is a little bit wet and has translucency, so I made a SSS map that I then used in Vray.
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