Quote:
Originally Posted by BTPANZSON
which tools do you guys use to create such nice arts?
i want to know as i dont 
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Photoshop to do the original illustration.
I taught myself zbrush basics in order to do the high poly sculpt, so that was new to me. Youtube tutorials were pretty key. The high poly sculpt is what you use to bake normal maps and ambient occlusion, which are then projected on the low poly mesh to make it look more detailed.
I used topogun to create the low-poly production mesh from the sculpt, another first for me. There are a couple other programs I tried doing this with, like zbrush and 3d coat, but topogun was by far the most user friendly and least frustrating. This stage is important because it took my 250k poly sculpt down to a 5k poly mesh that can be used in a game engine, and also allowed me to control the edge flow and topology of the mesh for deformation and animation.
After I had both meshes I used xNormal to bake out the normal map and ambient occlusion, then applied them to the production mesh in maya
I unwrapped the model in Maya, mostly out of familiarity but there are a couple other programs you can do this with but I don't have any experience in them.
Right now the texture I'm painting in photoshop, so it's kind of come full circle. Once I'm done with the color map I'll replace the bump map with a point light map composite into the color map and I'll be done.
With the arduousness of learning new software I'd say I've put about 20 hours into it so far, not including the original illustration.