Organic Figures

Beta Fish, 2019 – sculpted in Zbrush and retopologized with quad draw in Maya.

fish_rig.png
Fish rig after weight painting. The skeletal motion is driven by Spline IK with sine deformer.  The fins are driven by Maya hair FX to accentuate the motion of the fish body and add drag.
fish__perspShape_beauty.0001.png
Fish after retopology in Maya and material creation in Substance Painter and Photoshop.
zbrush_sculpt
Initial sculpt in Zbrush.
fish_retopo.1
Fish after manual retopology with quad draw. Left: Zbrush dynamesh (for detail bake) at 1 million vertices. Middle: Zbrush auto retopo at 25k verts. Right: Manual retopo with quad draw at 5.6k verts.
fish_uvs.png
UVs for the fish unwrapped in Maya. Identical shells from the opposite side of the mesh are laid on top of each other to save space.
fish_scales_renderman_ref
Tileable scales material created in Substance Designer.

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. Diffuse and roughness textures created in Substance Painter.

skull.0001
Skull after texturing in Substance Painter.
skull_zbrush
Initial high-poly sculpt in Zbrush.
skull_maya_uvs
Skull UVs after remeshing in Zbrush and unwrapping in Maya.
skull_render_normals
Skull without (left) and with (right) normal map baked from highpoly sculpt.
skull_tarantula_eyes__perspShape_beauty.0001.png
Skull posed with tarantula and eyes.

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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