A Character (old Mercenary) created using 3ds max for base mesh of 4452 polygons and Zbrush for detailed sculpt. Comments and critiques are most welcome. Some updates
This script separates meshes based on polygon continuities. Very handy ! Big thanks to Captain Obvious for this. http://dl.dropbox.com/u/3149840/modoTools/sl_explode/sl_explode.py Before: After:
Time to post this outside of the 'what are you working on' thread. For the most part this is done, besides a few tweeks and probably a better render. 5451 polygons and a 1024*1024 Diffuse, Normal and spec maps.
I created this character from a concept of Ziro, in a workshop of the great artist Danilo Athayde. Zbrush was used for blocking and details and polygonal modeling with 3DsMax, and rendering with vray. I hope you like it