Dead Man Zand – First Official Teaser – Indie DB
Link to an interview that has a rendered image of a WIP of this model: Link.
I joined up with Mountainwheel Games not too long ago and began work on this model right away. The project “Dead Man Zand” is an adventure puzzle game, but not much more than that has been announced. You can read more about the project here. The work has been fairly low poly and stylized cartoony. It has been a fun project to work on. You can also see more on the IndieDB site here: http://www.indiedb.com/games/dead-man-zand

Real time render in Marmoset Game Engine.

Concept in the middle with a painted ZBrush sculpt on the left and the blank ZBrush sculpt on the right.

A comparison of the different stages of the model process: The ZBrush sculpt, the game resolution model and finally the game resolution model in a game engine with normal maps and a light map displayed.
Software used:
Softimage 2011 for base mesh modeling.
Zbrush 4 for high resolution sculpture.
TopoGun for retoplogy.
Headus UVLayout for UV Mapping.
Maya 2012 for light map generation.
Maya 2012 for normal map generation.
Photoshop 4 for texturing diffuse and specular.
Marmoset Game Engine for real-time lighting and rendering.
