This time I would like to show you how to make a realistic looking building for game engine.
Time: 4 Days, 2120 polygons, 3420 triangles + 360' animation.
Day 1: Concept is done and I have started with modeling. Its always good to know the measurements of the model, so it fits correctly with the other models. Even if the concept looks simple, it doesn't mean it will be simple! So I spent my first day on modeling, and unwrapping later.
Day 2: I exported model to obj and imported to Zbrush. Once your UVs are set up, you don't have to worry about that anymore. Just be careful about subdividing mesh in Zbrush, if you don't have additional edges around outer edges of every object, it will cut off your outer polygons or deform your mesh. If you use Mudbox, you don't have to worry about that, it works fine. Model is imported and I subdivided model to about 20mil polygons. I started sculpting wood, rocks, metal, doors, etc. After that I created Normal map. I always keep textures about 2048pxl, and if its for film quality manners I keep it about 4096pxl.
You can use Zapplink for creating textures, but I decided to make them all in Photoshop separately.
Day 3: I was finalizing and improving textures, trying to put more details and variations into it. I was combining Zbrush and Crazy bump Normal maps together. I rendered out couple Ambient Occlusion and Specular maps. I also have alpha channels. I made 4 textures - 512x512. That's all - and I hope you like it.