The Nadder was created in Zbrush starting as a ZSphere mock up, proportioned using Dynamesh, and sculpted to about 5 million points. The highest sub-division was then retopologized using ZRemesher, and the new base mesh was cleaned up in Maya and UV’d using Maya’s native UV tools. Imported the mesh back into ZBrush, projected the high detail sculpt back onto the new mesh, and polypainted the color id map to prepare for Quixel. Produced AO, tangent and object normal maps out of XNormal. Photoshop was used to composite all maps once Quixel texture work was complete. Later, he was posed using the transpose brushes in ZBrush, and rendered in Marmoset.
© 2017 Bauerlein Design