This week we were given an introduction to our pumpkin project.
I started my project with a simple sphere with indents to import into zbrush and start sculpting, I did this in order to make it easier to sculpt the detail I needed rather than focusing on where the indents needed to be sculpted.
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| Original concept |
| Base of the pumpkin |
| Zbrush sculpt |
I made use of the move topology tool within zbrush as well as a low tolerance on an additive brush to create slight dimples and height on the pumpkin.
| High poly |
This is the high poly for the project, of which I created a plinth/alter and gravestone to aid the aesthetics.
| Retop |
When it came to retopologising the pumpkin, I came across an issue of having too many tris, so to counter this I removed the eyes and the mouth and I will have an emissive map for the nose - that way if I have a light inside the pumpkin and an emissive map, in theory adding a post process module with bloom in unreal will help blend the lighting nicely.

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