Initially developed during the course Zbrush for Concept and Ideation with Micheal Pavlovich at CGMA, I finished this model in the week following the Vlad III project.
This character is based on an old Mac OSX game called "Nanosaur", released in 1998. It was quite primitive as an early 3D computer game, as such I used Comics and Concept Art as a reference to create this "remake", as well as modern reconstructions of Raptors.
Developing the feathers required some study, and while originally I thought about XGen, I wanted to have a more game ready approach. Using Fibermesh exclusively would've resulted in an excessive amount of polygons too, but I instead managed to combine Haircards, Fibermesh and Shell modelling to keep the total polycount under 30k polygons (including the shells, haircards and fibermesh, otherwise the model is around 15k).
This character is based on an old Mac OSX game called "Nanosaur", released in 1998. It was quite primitive as an early 3D computer game, as such I used Comics and Concept Art as a reference to create this "remake", as well as modern reconstructions of Raptors.
Developing the feathers required some study, and while originally I thought about XGen, I wanted to have a more game ready approach. Using Fibermesh exclusively would've resulted in an excessive amount of polygons too, but I instead managed to combine Haircards, Fibermesh and Shell modelling to keep the total polycount under 30k polygons (including the shells, haircards and fibermesh, otherwise the model is around 15k).
Made in Autodesk Maya, Photoshop, Zbrush, Substance Painter, Marmoset Toolbag 4.
Renders in Marmoset Toolbag 4
Maya: model, rig and UV
Reference Image from the game
Reference Image from the comic
WIP Zbrush: test with only Fibermesh