Chibera Logo : My Entry + Process.
Hey fellas!! Hope y'all are doing good. I just finished something that I've been working on for 4-5 days. This is a logo I made for a contest hosted by @chibera which is a first blockchain based MMORPG game and since it is for a game I tried to achieve something that looks like a game asset. This is the result I got:
Chibera Logo : Gradient BG
Right Click on the image and select 'Open in new tab' to see the actual size.
Chibera Logo : PNG File (For Submission)
Chibera Logo : Black bg
The Process: Step -1
I first started with 3ds max and created a 'TEXT' object which was spline. I then applied an Extrude modifier to give it some depth and converted it to mesh.
After that, I exported it to the Zbrush and remeshed it because the topology was so bad. After remeshing, I then subdivided the mesh and did some sculpting to make it look like a rock.
Step-2
I was pretty happy with the first pass as I haven't sculpted something like rocks or stones but after sometime I started to feel that It needs some more details. So, I added more details.
Step-3
This is the third and the final detail pass where I added tertiary details. I could have added more details but my PC doesn't allow me to work with high density meshes so I couldn't subdivide it any further.
Step-4: Poly Painting.
Actually, this is not in the process but I wanted to include this one too. I polypainted the mesh with the regular Standrard brush (spray) looking for that rocky texture.
My plan was to export all the maps and the mesh to the 3ds max and Retopo the whole mesh and remap all the high poly details through Normal maps. I had to drop this idea as Zbrush was giving me hard time with the UVs. I then just poly painted it and decided to render it in zbrush.
For the Grass and Moss:
For the grass, I was first thinking of using 3ds max. I infact created a grass blade and using Scatter option I scattered it over a Plane and imported the result into the Zbrush.
It was good but not enough plus it was just grass and I had no idea how to get the moss without jumping back and forth (It was really frustrating). I then decided to use FiberMesh and the results were good. I used several passes to get the
final result.
Do you know? Thanks for stopping by fellow Artist/Steemian. Do you know this was the first time I worked with UVs and Fbermesh in Zbrush. It was hard but I learned some new things, a level up :)) What's your opinion about this Logo? Please let me know in your comments below. |
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