These animal sculpts started as a simple box modeled base mesh in Maya, then detailed and polypainted in Zbrush. I also retopologized the high resolution models into game resolution in Zbrush, which at the time was pretty tedious and painstaking. Since then, Zbrush has come a long way, borrowing techniques from 3DCoat and automated the process a great deal. These were the shrine props used in my Master’s program capstone game “Eclipse”, a multiplayer deathmatch.
© 2018 Bauerlein Design