Based of Diablo concept art
Modeled in Maya. The screen shot is taken from Maya. Used some Zbrush for the trees normal map and Crazy Bump for the rest of the normal maps. There are 4 texture maps all 1024 each. Could probably atlas them into one 2048. There is also one 2048 Lightmap.
I’m finished.
There are a few minor things that I could fix up but overall I’m happy with the scene.
The shots are taken inside Unity. There are 15 different texture maps ranging from 256 to 1024. That’s more maps than I’m used to using since I’ve mostly been developing for iOS. The shadow map is just one 2048 map.
Baked in the shadow map today… Will be doing some tweaking to it as I go but I’m pretty happy with it. Will be creating props next, things like pots and pans, potions… basically anything I can think of that will help populate the scene. These props will have physics on them so they can be picked up and thrown around. That’s why I baked the shadowmap now rather than when the scene is filled with props, because the props will be movable.
Added some shelves and a weapon rack. Next I’ll be populating the scene with things like pots, pans, mugs, potions, more weapons, wall hangings, and anything else I can think of.
Small updated. Added a bit more texture. Almost ready to start lighting :)
Started putting the model though Zbrush. I used XNormal to bake out the normal map and ambient texture. The diffuse is just temporary but it helps to show the ambient texture off.
Added more to the base mesh. Will be unwrapping and putting it though Zbrush next
Doing a one day model. This is the base mesh. Going to put it through ZBrush for normal maps and then cut down the poly count and texture.
Added a lot more props. Barrels crates, table, chairs… I think the normal maps look a bit better, but they still seem kind of shinny. Like every thing is wet. I’m going to have to figure out how to add a spec map.