Onto making things look good.
With the blockout done and ideas solidifying, it was time to make the previous cubes and cones into proper props.
To this end i used Zbrush to both get the proper shapes and sculpt in some detail. The start of the process here was relativelly simple. I used Zmodeler brush, in low polygon subtools, to get the shapes and sizes right and applied subdivisions when the props were what i intended.
The finer details were more complicated and time consuming, these were sculpted in the high polygon subtolls using various brushes (Trim Dynamic brush, Chisel brush, Orb break brush, etc).
When the high poly model was done, it was decimated into a lower poly count version, still retaining the detail, and exported to Maya; where, through the use of its Model Toolkit, low poly versions of the props, with clean geometry, were created.


