The AO's were made inside of Maya using a retopo'd front facing of the wall.
The Normal Map was also created in Maya using an envelope with a few tweaks.
The model was made inside of Maya as a low poly proxy. I then took it into Mudbox and ended up with 8 levels at approximately 6 million poly's. I used the level 7 mesh at 400,000 polys as the high poly source for my target mesh which is a mere 324 faces, all quads. The texture is standard procedure with multiple layers of texture along with multiply and overlay layers of the AO map and textures. I have not created a spec map or highlights as of yet. I have yet to decide on a light source and will create them as needed. Enjoy and let me know if you have any feedback.
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