And this the final version, presented in marmoset. Any critics is welcome I sculpted the highpoly in zbrush, retopo in Maya and partially decimated in zbrush. UV was made in Maya, texture in substance painter Beauty :
bake results : full bake / curvature / AO
Mini 1 Mini 2 For the scales, I used a tips by Leo Nogueira, using base mesh plane and micromesh in Zbrush. For the fur I created an insertmultimesh to quickly create the fur and then a lot of tweaking. In order to stay in the 50k polycount I had to make sacrifices, I tried to retopo the bone armor by hand, but i was getting to much polygons and the bake was not super clean. So I decimated the part that aren't suppose to deform in order to stay below 50k triangles. But I would love to hear the point of view of an animator/rigger about my topology Thanks for watching and feel free to critics
Replies
I sculpted the highpoly in zbrush, retopo in Maya and partially decimated in zbrush. UV was made in Maya, texture in substance painter
Beauty :
bake results : full bake / curvature / AO
Mini 1
Mini 2
For the scales, I used a tips by Leo Nogueira, using base mesh plane and micromesh in Zbrush. For the fur I created an insertmultimesh to quickly create the fur and then a lot of tweaking.
In order to stay in the 50k polycount I had to make sacrifices, I tried to retopo the bone armor by hand, but i was getting to much polygons and the bake was not super clean. So I decimated the part that aren't suppose to deform in order to stay below 50k triangles.
But I would love to hear the point of view of an animator/rigger about my topology
Thanks for watching and feel free to critics