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:
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:
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:
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:
Sculpting detail
Adding any amount of detail and exporting the relief information as displacement and normal maps, reusing the UVW:
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:
Modeling XReality Prop
Modeling prop glasses assets for an augmented reality app. 3D scanning, adding retopology with Quad Draw in Maya, and setting up with Python tool.
Sculpting Human Body
Modeling a human body using ZSpheres, retopologizing mesh and opening UVW in Maya. Sculpting micro-detail in ZBrush. Exporting normal and displacement maps.
Sculpting Human Head
Sculpting basic detail in ZBrush, applying retopology in Maya using Quad Draw and re-importing into ZBrush for micro detail.
Modeling Mechanic Char.
Modeling a mechanic character with automatic edge loops with ZRemesher, importing as OBJ into Maya, and sculpting detail in ZBrush.
Modeling Exterior Env.
Modeling exterior environment for render time by drawing CAD floor plans and elevations, extruding quads in Maya.
Modeling Arch. Interior
Modeling architectonic interior, drawing CAD floor plan and elevations, modeling rooms and furniture using quad extrusions and NURBS in Maya.
Modeling Level Geometry
Modeling real time level geometry using CAD floor plans and elevations, blocking out meshes and adding details in 3D Studio Max with booleans and stacks.
Reconstructing Photo-grammetry
Reconstructing, repairing, and cleaning up photogrammetry scan, using ZBrush Dynamesh and ZRemesher to open UVW and clean up textures.