SpiceBush_InGame01

SpiceBush_InGame03

This is a spicebush modeled for North American scenes in Darkest of Days.  The goal was to make a medium-poly bush that would react in a physically-dynamic way from NPC collision a la Crysis bushes.  It’s about 400 polys, uses 3 512 textures and one 256 lightmap.  The source art was 1024 res for all 4 maps.

SpiceBush_textures

Workflow:

  1. I modeled a simple low-poly leaf using Sub-Ds.
  2. I took the leaf into Mudbox and scultped out some detail.
  3. Using XNormal, I baked a normal map from Level 7 in Mudbox down to Level 2 so I could compose a set of leaves with a reasonable poly count in modo.
  4. I converted the baked normal map into a heightmap.  This needed to be done due to limitations for rendering normals in modo 201.
  5. I exported out the Level 2 leaf from Mudbox and imported into modo.
  6. In modo, I baked a local AO map for the single leaf.
  7. I composed a set of leaves into a few branch configurations.
  8. I rendered several passes of the leaves in modo:  one with the local AO, one with AO for the whole leaf group, one for the height map, and one for the whole leaf group normals.
  9. I converted the leaf group height map into a normal map using CrazyBump and overlaid it on top of the whole leaf group normal map in Photoshop.
  10. I composited the local AO with the whole leaf group AO.  At this point, I had a normal map and a start at a diffuse map.  I made sure to dynamically link all source images in Photoshop, so that they could be changed later if need be, and easily tweaked.
  11. I went into modo and modeled a bush from reference, keeping in mind the bush needed to be physically-dynamic with vertex weights mapped cylindrically from the origin.
  12. Through some juggling between Maya and modo, I created a second UV channel, baked the lightmap for the bush in modo, then exported the bush from Maya with 2 UV channels.
  13. I created diffuse and spec detail from soybean rust, skin, and leaves.
  14. I hand-painted yellow-green detail on the leaves in the diffuse.