I haven’t posted an update about this for a while, but I’ve been steadily working on it. I’m really happy with it, and now I’ve come to the really fun part: Texturing.
If you’re wondering about the hair, it’s a bit of an experiment that will hopefully pay off in the end. We’ll see.
Along with my friend Derek Aubuchon, I’m trying to keep the ball rolling a bit with some small self art tests during the short spring break between quarters. This is a whole different sort of thing, and it’s not terribly exciting, but you never know what you’re going to have to model.
This is just the model, the real challenge with this object is the texturing. I’ll be starting the normal maps and all the rest tomorrow and hope to have it done by Tuesday.
The final render of my project. I’m very happy with how this came out.
Programs used include Maya, Modo, Photoshop, and nDo. This includes the normal map, ambient occlusion, texture/color map, and specularity map. The model is just under 5,000 tris (the high poly was just over 1.2 million). All maps are 2048px.
Any feedback is very welcome!
Based on concept art by Izmojuki.
The normal map, ambient occlusion, and color map are finally done. I have my first attempt at a specularity map on there as well. This whole layered map thing is pretty brilliant. My original high poly model clocked in at around 1.2 million polys. This model is just under 5,000 tris and it has MORE detail and looks almost as good.
Based on concept art by Izmojuki.
Almost done with the texturing, I think. I want to add a few details like maybe a dent or two, or some graffiti, but otherwise it’s there. Then there’s the specularity map, emissive map (hopefully), and some proper lighting.
Still a work in progress, I have the NM, AO, and the beginning of my color map finished. Still need to complete the textures, add some decorations, and generate a specularity map.
You know, looking at this here, maybe I went a touch too far with beating this thing up. Then again, it looks pretty cool. Hmm…









