Skrat

Creature was created by Ian Kazimer. The base mesh was created in maya then imported into Zbrush for sculpting and texturing.
Eventually the mesh was brought back into maya for retopologizing then re-imported back in zbrush for normal map baking. I used the original sculpted mesh to bake the normals right ontop of the new modeled and unwrapped creaturre. The creature was broken up into several pieces such as: head,torso, legs, horns, other. This allowed me to set high subdivisions on each mesh for higher amounts of detailing. I then compiled all the normal maps together and created my final normal map. The creature was also textured in Zbrush using its ZApplink function which allows users to use outsourcing programs to texture. For my case I used Photoshop. This was also rigged and skinned in Maya as well as Max.

Thanks


Project Specs
Date Created: 2008
Programs Used: Maya, Photoshop
Texture Maps: Diffuse, Spec, Bump, Normal
Texture Maps Resolution: 2048 x 2048

Poly Count: 10,018 tris