Chirostenotes final render image

ITGM 733 - Digital Sculpting for Video Games

Chirostenotes Pergracilus - ZBrush sculpt


Project Summary:
Create a digital sculpture based on a real or imagined character or creature. The process should be all inclusive from reference photos or sketches, base mesh, UV layout, sculpting, texturing/painting, normal map generation, and rendering.

Results:
Click on the image to the right to see the final render.


References and Sketch

Chirostenotes references Chirostenotes initial sketch

Base mesh

Chirostenotes base mesh 1 Chirostenotes base mesh 2

Chirostenotes base mesh 3

Chirostenotes base mesh 4

Initial Musculature

Chirostenotes initial musculature 1 Chirostenotes initial musculature 2

Chirostenotes initial musculature 3

Chirostenotes initial musculature 4

Skin Texture and Pose

Chirostenotes skin texture and pose 1 Chirostenotes skin texture and pose 2

Chirostenotes skin texture and pose 3

Chirostenotes skin texture and pose 4

Final Color

Chirostenotes final color 1 Chirostenotes final color 2

Chirostenotes final color 3

Chirostenotes final color 4

Chirostenotes final color 5

Conclusions

Overall I'm extremely happy with how this model came out, considering it's my second go at ZBrush. I ran into a memory ceiling on the machines at school because they were running 32-bit Windows XP. I was able to get the geometry to about 1.25 million polys but that isn't sufficient to hold proper skin and color detail. The color is the weakest part at this point, I prefer the bare geo for now. I plan on taking it back into ZB on my 64-bit machine and push it further, particularly redoing the skin texture with better alphas. The normal maps in Maya need further refinement, they hold up somewhat well but still don't have the fidelty to the sculpt that ZB does. Displacement maps fell apart completely. More to follow.