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15th May 2016 | 3D ARM
Moving on from modelling the fly, we then needed to create high resolution details which we use to create the Normal, Diffuse, Ambient Occlusion and Specular maps.
Each piece of geometry was exported as an OBJ filefrom Maya, and we used Zbrush SubTool Master to import them as SubTools.
Once imported we subdivided it and just used the standard brush and alphas to detail the model:
We then moved onto creating the texture maps