Now the best part - high poly sculpting in Zbrush.
That's the part I like the most, especially now when Zbrush 3 is available.
After Unwrapping in 3ds max I've exported the models to obj formats and then import them in ZBrush and start sculpting. Sometimes I use muscle pics as a references photos and some works from other cg artists as well, especially those done in zbrush.
You probably heard that million of times but I will say it one more time - be patient while sculpting your models, do not model details before the main shape of the muscles is not done. If you in a hurry your model will loose on quality.
Although the zbrush have the power to manage millions of polys I usually do not model lots of details like a skin facture, I just use bump maps that are created from my color map. In practice I connect the bump maps with baked normal maps.
You can read more about this technique in my normal maps tutorial on the Evermotion site.
(
https://evermotion.org/index.php?unfold_exclusive=158&unfold=exclusive).
Below you can see some of the high poly models, I know that they are not as good as you can see at Zbrush forums but for the game art purpose it will do.
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