![]() With the tombstone here I was able to take a human skull I had modeled for a previous project and insert it into the top of the grave. Gone are the days of matching up verts and integrating meshes before they can be treated as a single surface. ( NULL.terrymatthes /wp-content/uploads/2013/01/gravesculptL NULL.jpg)ĭynamesh is your best friend in ZBrush while creating game assets! Maybe it’s because I started working with 3D before ZBrush was around, but I just love the ability to kit bash with ZBrush while staying largely ignorant of topology. Saving out the noise and other commonly used elements will also help me to keep things artistically cohesive throughout the production of the scene. I was able to use the noise profile that I saved from my last sculpt to break up the noise on this one as well. ![]() After I have the basic shape it’s time to save a copy and start sculpting wear and tear. With hard objects like this I like to start by smashing together basic geometric shapes with Dynamesh. Just like the last mesh I started in ZBrush my sculpting the general shape. This would let me cut the number of tombstones that needed to be created in half. From that point on I decided that all the tombstones were going to have a different design on each side. I wanted to make sure I wasn’t sculpting more assets than I needed to make the scene look full. As I was breaking down the scene I was trying to think of ways I could maximize my work time. I have sculpted another since my last WIP and thought I would share it. I’m creating a cemetery scene so you can imagine that I’m going to need some tombstones.
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