Making of the Steam Master - Next-Gen Game Head
by Sorin Lupu



Here’s a quick view of the character with normal maps applied.

The diffuse texture is baked in Topogun from the Zbrush high-res model created earlier.




For the hood and glasses, I create the textures in Photoshop by using the normal map and ambient occlusion as a starting point. The surface detail was created using a weave pattern and a crumpled paper texture to give it that old, used look. The glasses use different patterns to define the bronze, leather and broken glass. I also added some dirt textures to enhance their look.






Page 1 | Page 2 | Page 3 | Page 4 | Page 5 | Page 6 | Page 7

 
 
 
 
  Copyright © 2005-2008. All Rights Reserved