Friday, May 15, 2009

Tim Lincecum realism study for games


So here's a Tim Lincecum head. Modeled in Maya with the finishing touches done in Zbrush 3. I had to export out the 400,000+ polygon head out of Zbrush since it wasn't exporting my normal maps and I had to cast it in Maya.

End result:

2614 Tripolys

I haven't added a specular map yet or established a skin shader network yet.
Hat hasn't been finished yet and is still lacking all detail.

Anyways going to be trying to push this thing to Francisco Cortina quality hopefully.