-Maya: Base mesh, very simple geometry (this had to be revised several times and reprojected in Zbrush
-Zbrush: Sculpting of form and details, subdivided too much, Zbrush couldn't handle the extraction operation later. Was able to get cavity map out though.
-Headus UV Layout: Got really quick and easy UV's
-Topogun: Decided to take the low poly mesh and hi-poly detail sculpt into Topogun and bake the textures there, surprisingly TG was able to handle the density (64 bit helped). Got the normal and displacements I needed.
-Photoshop: Quick edits of extracted maps, etc
nice job. Looks quite terrifying. Details are great, I think the only thing I would like to see, mostly for design, would be that that shell head on the back was a little larger, I feel like it almost gets lost back there. Larger would really make it feel like its a shell head and that maybe he could pull a large part of his body into it for protection.
ReplyDeleteAwesome job nonetheless.