This asset have been developed as a personal project to improve my ZBrush sculpting skills.
The asset style and decoration have been inspired by a Nikko Temple Bronze Lantern I found during my reference search on the internet.

The final mesh is around 14000 triangles and uses a set of 1024×1024 Diffuse, Normal and Specular textures (+ Gloss in the Specular alpha channel and Alpha in the Diffuse alpha channel).

 

  • Software used: Maya, ZBrush, xNormal, Mudbox, Photoshop, Marmoset Toolbag.
  • Year: 2013
  • The base mesh for sculpting have been created in Maya and then imported in Zbrush: the mesh exported in Zbrush was only a “wedge” of the whole model.
  • The alpha used to detail the mesh in Zbrush have been created with Photoshop.
  • The low poly mesh has been modeled and UVed in Maya.
  • The normal map baking has been done with xNormal;
  • Photoshop has been used to create the Diffuse, Specular and Gloss textures.
  • Mudbox and Photoshop have been used to fix the tiling seams on the Normal, Diffuse and Specular textures.
  • The final assets has been rendered using Marmoset Toolbag.

Below you can find the following content:

  • A Marmoset Viewer scene;
  • Diffuse, Normal, Specular and Gloss textures (+ Alpha texture and UV sheet).
  • Several images of the sculpted meshes in ZBrush.
+
Project info

This asset have been developed as a personal project to improve my ZBrush sculpting skills.
The asset style and decoration have been inspired by a Nikko Temple Bronze Lantern I found during my reference search on the internet.

The final mesh is around 14000 triangles and uses a set of 1024×1024 Diffuse, Normal and Specular textures (+ Gloss in the Specular alpha channel and Alpha in the Diffuse alpha channel).

 

  • Software used: Maya, ZBrush, xNormal, Mudbox, Photoshop, Marmoset Toolbag.
  • Year: 2013
+
Work done
  • The base mesh for sculpting have been created in Maya and then imported in Zbrush: the mesh exported in Zbrush was only a “wedge” of the whole model.
  • The alpha used to detail the mesh in Zbrush have been created with Photoshop.
  • The low poly mesh has been modeled and UVed in Maya.
  • The normal map baking has been done with xNormal;
  • Photoshop has been used to create the Diffuse, Specular and Gloss textures.
  • Mudbox and Photoshop have been used to fix the tiling seams on the Normal, Diffuse and Specular textures.
  • The final assets has been rendered using Marmoset Toolbag.
+
Content shown below

Below you can find the following content:

  • A Marmoset Viewer scene;
  • Diffuse, Normal, Specular and Gloss textures (+ Alpha texture and UV sheet).
  • Several images of the sculpted meshes in ZBrush.
MARMOSET VIEWER

TEXTURES
ZBRUSH SCULPT

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