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To create the pedestal, which was a section of damaged road,
I used a similar procedure, I began creating a basic form in
Max, then exported it to ZBrush to sculpt and add final details
through alphas.

Low Poly Modeling and Normal Mapping
After, it was the turn of the low poly model. First, I placed the
high poly model and went down to a medium subdivision level
trying to
keep the
overall detail.
Then it was exported to an .obj file to open it in Max and
once there overlapped it to the initial base model. From
this model I made a mesh with a new topology by using
Polyboost and Max’s polygon editing tools.
Once this model was ready, I started the UV mapping.
Although usually I use the unwrapping tools of Max, especially
the pelt tool, I also sometimes use Unfold3D, a
quick and effective tool when performing these tasks.
What I did was mark cut lines on key places such as
the neck, trunk, back and on the inside of the limbs,
trying to make the fewest number of divisions, to keep
recognizable these areas when painting and creating
the textures.
When I finished this task, the model was exported back
to open it in ZBrush and create the normal maps. The
importance of these maps is that they transfer all the
detail created in the high poly modeling stage to the low
poly model, making it appear to have more detail in geometry
than it really have. It’s just a visual effect, which
is effective from any point of view. This allows adding
high detail to low poly models, and that’s the reason for
its continuous use in games industry today. To start, I placed the high poly model without mapping
and went down to the first subdivision level.
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