Character detailing for realtime project

Filed in Character detailing for realtime project 0 comments

Some character sculpting/detailing that I did for a realtime project at work.
I was given low poly meshes to subdivide them into ZBrush, sculpt them and produce normal and cavity maps to be used on the realtime characters.
The models are cut in half because the characters’ skin was only partially exposed, since they all were ancient Greek characters and wore robes.

Posted by admin   @   21 May 2012 0 comments


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