My biggest regret with this character is the topology, because of time(9 full body models in 10 weeks for school) I had to rely on Zremesher in Zbrush to generate topology. Normally I would do it manually with Topogun.
UV mapping was done with Zbrush(time constraints) and then rearranged in 3ds max. Most of the texturing was done in Photoshop. Finally, I used V-ray for the lighting, generated multiple render passes and composited them all in Photoshop. The 3ds max hair and fur modifier was used for the hair.
Final image:
Process:
Sculpting timelapse:
High poly:
Wireframe:
Maps:
Lighting:
Reference(By Luca Torsello):
https://www.behance.net/Tursy
nice work man
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