Sunday, April 29, 2012

Responsible for all aspects of this image.

Software: Base mesh in maya. Zbrush for highres and making Normal maps and displacements. I used Polypaint in Zbrush and Photoshop to create the Subdermal and Epidermal Layers for the Skin shader in Maya. UVs are done with Headus uv layout.
Retopologized the model with NEX plugin for Maya. Back to maya with Medium a Polycount and NM and displacements. Beard done with maya hair. Photoshop for texturing.

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