Making of the Steam Master - Next-Gen Game Headby 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.
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