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Modeling a Prop Hand Grenade Asset Using Maya and ZBrush

The goal of this exercise is to demonstrate the efficiency of the modeling‑to‑sculpting method for adding detail on a polygonal surface. Here is the end result before and after adding detail in ZBrush:

Before and after detailing Before and after detailing
Hand grenade before and after detailing (Maya viewport).

The alternative method would be sculpting from the start, retopologizing and adding detail again later. After testing both methods, only the former allowed for modular low poly modeling. These are the steps I'm taking:

Gathering reference

The first step is to find good reference. Once I have incontrovertible samples of the final look I want to achieve (history, location, utilization, symbolic meaning, etc.), I can sketch and later draw a clean, symmetrical version of the prop:

Sketches Schematics Sketches Schematics
Modeling templates as sketches and schematics (Adobe Illustrator).

Modularity

I'm modeling only one column, adding detail, and pasting it around the pivot, for the sake of modularity.

Smooth node preview

I'm adding smooth nodes to preview future subdivisions in ZBrush and opening UVW before sculpting:

UVW process UVW process
UVW opening process.
UVW Smooth node preview UVW Smooth node preview
Using subdivisions in Maya smooth node to preview ZBrush SubD.

Sculpting detail

Adding any amount of detail and exporting the relief information as displacement and normal maps, reusing the UVW:

Subdivisions in ZBrush Subdivisions in ZBrush
Subdivisions in ZBrush.
Displacement map Normals map Displacement map Normals map
Displacement and normal maps.

The next phase in the pipeline is texturing. One of the advantages of this method is that I could use the relief information as a template to create a color or a roughness texture in Substance Designer/Painter. If you want to find out more about modeling props and other assets, like characters or environments, click on these links:

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