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Ashoan

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“Ashoan” by Alexander Tomchuk
Texturing
Once I have finished with sculpting, (and surely unwrap) it is time to draw a textures and translate all the details from Z-brush to lower resolution model in 3smax. Using displacement maps is always very expensive to process so I decided to do the work with normal maps. Firstly I generated normal and ambient occlusion maps in Z-brush, to simulate details. All textures are hand painted with overlayed occlusion map to enhance the details. On the next you can see layering of the textures. Head and body texture resolution is 4096×4096.

Scene modeling
When the character was done, I have started with the scene. First of all I did very quick base model for the rock in 3dsmax, then exported it into Z-brush to proceed with sculpting. Then I generated normal and ambient occlusion maps which was projected in Z-brush from the highest Subdivision level to the third one, because whole rock was very heavy to export in 3dsmax, and third subdivision was like 17 000 polygons which was enough.

Texture for the rock you can see below. And actually here is the place I did a mistake, because overall resolution of the rock texture 4096×4096 which is good, if you want to see this rock from the middle distance. But in my case I have very close look on the 30% of the rock, and in full resolution of the final image it looks not very nice. So keep this in mind!

After all, I posed a character on the rock and shackled him with all those rusty chains. I understand that a lot of details and geometry is not visible on the final image and it was not necessary to model it. But it makes a lot of pleasure to create all this, and you see it now, so it was not waste of time.


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