You get this concept from Jeremiah or one of the other character concept artists. Where do you start from here?
TL;DRAfter concept handoff, the artist takes the model into ZBrush, here building on the existing Odyssey helmet for efficiency and performance, then retopologizes it in a program like TopoGun or Maya.
So from here, it's not always the case, but some of the times the concept artists work in 3D, so they'll hand off a starting point in 3D. They smash stuff together, so there's quite a bit of cleanup and all that, which is totally fine. So once Jeremiah hands this off, I'm going to ZBrush. This is the finished model, but I can show you here. All the red is the already existing low poly from the Odyssey helmet. This is one of the ones where we're trying to leverage part of an existing helmet to speed this process along. Then we, from concept on, retrofitted all this stuff into it.
This helmet was built on top of the existing Odyssey helmet for a number of reasons. One, it's just more efficient to do that when you can. It's also more efficient performance-wise when you can have as many shared assets and resources as possible in the game.
Yeah. So in terms of any type of cleanup, often when we get things, things aren't quite lining up. It's often as simple as just making things line up and then polishing things out. I don't want to stay too long in the ZBrush phase. But from there, once that's all good and happy, jump into a program like TopoGun or Maya to retopologize it.