Exactly, only they are most likely using normal maps not displacement maps not trying to nit pick but there is a difference between the 2. This is the normal example I shot out but it got buried.
https://dl.dropbox.com/u/18215724/normal_example.jpg
Exactly, only they are most likely using normal maps not displacement maps not trying to nit pick but there is a difference between the 2. This is the normal example I shot out but it got buried.By the way I was looking through the earlier portion the thread and noticed some of you are confused about digital sculpting in regards to texture and color.
I dunno if it was fully covered or not, but I thought I'd chime in anyway because I'm like that. Zbrush can be used to texture models with various materials and the ability to paint individual polygons on a dense model. As you can see here with a default project in version 4R4:
(lovely right?)
Now here's the same model but with me painting in random materials and erasing some of the color from the polypaint:
Shiva here looks to have default materials, in this case what looks like a basic matte skin shader with placeholder colors for clarity when they decide to texture it, probably by hand as painting in another program as zbrush is limited by polypainting, especially when converting to lower resolution. They will probably use this as a base model to construct the low poly from and convert the detail to a displacement map so it appears to have the same level of detail in the game model.
Basically, what the texture looks like now isn't important. As a game asset, textures will be done differently.
https://dl.dropbox.com/u/18215724/normal_example.jpg
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