Fallen Branch

With this asset I begun in ZBrush creating the main shape of the branch using zpheres tool. After the main shape was done, I used dynamesh tool as I sculpted to keep the topolgy of mesh from becoming an issue in case I had to pull or squeeze parts of the mesh. Afterwards I used the Zremesher tool when I have the main shape right and i was ready to sculpt the fine detail and paint.

Log_zbrush_2

Next I exported the High poly sculpt into Topogun to create a low poly cage. Once that was done the mesh was sent to Maya to create a UV map and was the re imported into Topogun to transfer the data from the high poly to the low poly mesh.

Log_Topogun_1

Finally the low poly mesh was imported into the Unity game engine where I used the standard shader with a difuse (albedo), normal, and ambient occlusion maps. The new standard shader was very useful and being able to apply secondary maps made a big difference and made the colors pop.

Log_Final