“Incredible Hulk ” by Antonio Juricic
I use same techniques for the rest of the body then i use 3ds max for stiching different parts together.
After building base mesh it is time for hi rez sculpting, that is where the real fun start.
Using Zbrush standard tools in the few hours a have build hi rez sculpt containing over 12 million polygons.
Most important advice I can give for sculpting is to stay patient and not to rush with dividing your model to soon but focus on the overall form of sculpture, wrinkles and pores are last thing to do.
TEXTURING
After completing hi rez mesh I have exported model as obj file at lowest division level for generating uw maps. I often use Headus UWLayout for this job because is gives me more results in less time.
After generating UW’s model is ready for generating normal maps (1) that is important for transfer hi rez details to lo rez mesh. I also use normal map as template for other maps.
Zbrush also can generate cavity maps (2) that makes some kind of fake occlusion map useful for shading some parts of the model.
Incredible Hulk
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NIIIIICEEEEE…