This week's assignment was to sculpt a hammer in ZBrush. I have no experience with hard-surface modeling or sculpting in ZBrush (not without having been in another program first), and while I'm still not fully comfortable with it, it was still useful to tentatively add a new tool to the ol' arsenal. Because I'm so new, I stuck to the hammer design of the video tutorials we were given, but I did think it'd be fun to really bang up the edges and the tips of the spikes; I imagined it as a long-used weapon of a fighter who liked to drag it along the ground beside her to intimidate people, so I added plenty of nicks and scratches on the outside edges and more erosion on the edges that would scrape the ground.
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Common Art Final Turnin
This is the final version of the chu-daiko drums made for Gods of War, the summer project for common art.

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This is the baseline workflow we're going to use to attempt to emulate the texturing style of Hyper Light Breaker. To start, I highly r...
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I redid the topology and the bake on this and then textured it. It's 11:15 and the Camera Sequencer in Unreal is still fighting me. sen...
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This week's assignment was to sculpt a hammer in ZBrush. I have no experience with hard-surface modeling or sculpting in ZBrush (not wi...
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