Organic Figures

Tarantula, 2019 – sculpted in Zbrush and retopologized with quad draw in Maya. Normal map baked from highpoly zbrush sculpt. Other textures painted in Substance Painter. Additional geometry and rig created in Maya. Hair created in Maya Xgen.

tarantula_monster_worship_pose__cameraShape1_beauty.0001_small

retopology
Before and after retopology and touch-up in Maya.
sp_paint
Base color painting in Substance Painter. This texture is also used to color the shortest layer of Xgen hair.
viewport_xgen
Creating three layers of Xgen hair in maya.

Skull, 2019 – sculpted and retopologized in Zbrush, unwrapped, detail map transferred, and rendered in Maya. Additional textures created in Substance Painter.

skull.0001
Render of the skull in Maya. Material setup includes the detail normal map, a diffuse texture (stylized bone texture from Substance Painter) and a small amount of subsurface scattering.
skull_zbrush_1
Skull near completion with jaw and teeth in Zbrush.
skull_maya_1
Skull UV unwrapped in Maya after remeshing in Zbrush.

Eye, 2019 – Modeled, unwrapped, and rigged in Maya, details sculpted and baked to normal maps in Zbrush. Textures painted in Substance Painter with additional details in Photoshop.

eye_hdri

maya_eye
Eye geometry created in Maya, with the iris selected in green.
maya_eyeball_uvs
Eyeball (sclera) UVs, with the back (inside-head-facing) half scaled down in the lower left corner.
substancepainter_iris_texture_update
Iris color painted in Substance Painter.
substancepainter_eyeball_texture_update
Eyeball vein and limbal ring painting in progress in Substance Painter.
maya_eye_materials_blendshapes
Blendshape rig targets in Maya.

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