Hi Polycount people, I've been working on a dinosaur (kosmoceratops) for a Uni project that I'm going to import into UDK. The anatomy has to be realistic, but we are able to use our own designs for scales/colour. So far I've only got the sculpt for the normal map within Z-Brush, which still needs some work:
Here is some reference I collected of the anatomy and various artist's interpretations (not all Kosmoceratops):
Any feedback would be appreciated - advice on how to approach adding scales would be useful, and the legs/feet might need some changes because I've not been able to find any reference of this for the kosmoceratops specifically.
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Make a base mesh for ZBrush (something simply but evenly divided for subdivisions) and work up from a simple mesh. Don't subdivide into the next mesh until you get as much sculpting detail as you can at the current level. The only reason I would recommend working at the level you are at is if you were well versed with the ecorche method and plan on using the Rake brush.
I forgot to mention that I did use a base mesh from 3ds Max and do sculpting before increasing each subdivision, but I needed to find reference images for the anatomy. Also I did some practice for the scales, but now that we've had the lecture I'm happy to go back and try again from scratch.
Busy with some programming stuff so if anyone has suggestions for the current version below (with some reference to a ceratopsian dinosaur), I should have a day or two before I have to move onto the scales. I've tried to mark some of the areas I want to change.
The feet also seem... odd. I'm not familiar with this species, but in general as they evolved from their small, bipedal origins to the hulking behemoths, the feet became thicker and heavier. A rhinoceros' feet would be a good reference for the last few species (e.g. triceratops).
The Uni forums are having trouble at the moment so your help is much appreciated