For the past two weeks between the all important "Let's Plan the Future of Space Exploration for the World" projects, I have been working heavily on our model of the MACES. Last week I was able to spend a few days sculpting out all of the fine details like folds, wrinkles, and stitches on the model. The high resolution ZBrush model was about 90 million polygons in the end with 19 different sub-meshes. It's probably the most detailed ZBrush model I have ever done. I am curious to know if there are faster ways of getting to an end result, or if I really am on par with how other ZBrush artists work elsewhere in the industry.
Compare this shot to the previous post and you'll see all the details.
The little details like the zippers and stitches are what really sell it.
One of the most important selling points of a model like this is to see bunching and pinching of the fabric along any seams where it is sewn. It is a long and arduous process to get it like that, but in the end it pays off.
Right now all of the "wrinkle" data is coming from a single 8K normal map, but I am considering redoing the UVs to fit is into two 8K maps.
I still need to create a mask parts of the bump map. The light grey areas shouldn't have a weave pattern in them.
All in all, I am pleased with the progress, although I learned a lot about ZBrush practices along the way. This is the first time I have ever maxed out my computer's RAM using ZBrush, all 24GB of it. I still have to add a lot of other details in the hard-surface parts like the helmet, but this is good progress.