Add to Collection
About

About

Character was rendered entirely in Zbrush and composited in photoshop, but basemesh was modeled in 3dsmax.
Published:
 
Below are the passes that i used to composite this character.
Character was rendered entirely in Zbrush and composited in photoshop, but basemesh was modeled in 3dsmax. For UVs i used both UVMaster and UVLayout. Texturing was done mostly in photoshop. I tried and wanted to use as minimum polygons as possible but achieve as much detail as i could. For example the whole body of this character is 0.8 million polygon and none of the subtools crossed million polys. This is something i like to do when i design a concept.