I’ve had a few requests for a tutorial on the sofa so here it is. I’ve done a main breakdown of the methods used in the construction, then glossed over the end since I pretty much talk about the same method in the TV and stand tutorial.
Anyway for the construction.
Firstly, after digging around for some reference on the trusty internet, I used shadow box for the sides and back, and for the base a cube.
The buttons around the arm were created using curve insert mesh. Again very low poly to deal with the amount (I increased the polygon count later when polypainting. But I didn’t want to exceed the capacity of Zbrush by going to high to early).
Originally I carried on with the model in Zbrush, creating new topology (rather too much topology), uvs and projecting it (producing some awkward stretching in areas when low poly) I finished it in max and Photoshop creating the model you see below plus wire frames.
Its ok, but rather high poly for a lot of the detail that the normal map can do itself. In the end the silhouette is all that is important for the mesh, so I went back to it later, using a low poly cage created in max (about 270 polys) from a decimated model, and baked textures in Xnormal. This method is by far faster and produces cleaner results. Using Marmoset to test the object also allowed me to jump back and forth quickly after bakes, and after some feedback the final model at 284 polygons using a diffuse, normal, spec and gloss 1024 map is finished.
Renders plus texture are below. To see my methodology of creating a low poly asset from a high in more detail check out the TV and Stand post.