Yeah ryan, as Xarthor points out, the texture on the head is complete, high rez 512 skin, based on a photoshopped head photo. The rest of the model is skinned using simple 3D paint techniques, except for the underrobes, visible in the front-middle of the wizard robe.

The model is all hand created:

the robes were first made in 3DsMax and then imported into Zbrush2. This enables me to paint detail on to a subdivided mesh. The final mesh is then re-exported over to 3DsMax for rigging.

As the robes should flow more evenly, the mesh is more triangulated than the other body parts.

Here are some screens that better show the topology / poly-structure:





Meanwhile I continue with the fighting animations, I already have some generic walking / running animations built.

Edit: We are actually using the .ASE format, which includes the seperated materials. TBH: I've not experimented with .FBX as I appear to be missing the required max plugs. (Note: Currently only running Max7 at home, can't afford the upgrade at the mo).


The Art of Conversation is dead : Discuss