A monthly dose of 3D art-related stuff by Pablo Munoz Gomez

Finalising the sculpt

During this month's live workshop I cover a simple but really powerful process to create PBR materials from images using Adobe 3D Sampler. We used the default meshes to pre-visualise the materials but I also shared the character's shield as an FBX to use it as a testing object.

When developing new materials I like to test them out directly on the model that I'm building the materials for, so I went back to ZBrush to polish the rest of the character to the same level of details as I had the 'shield'.

This is the final low-res and high-res mesh in ZBrush that I used for baking the maps inside Substance 3D painter for texturing.

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