Natural Armor
The beast that adapted to it's hostile surroundings. A 3d model with sculpted displacement map and with a topology ready for rigging and animating.
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Natural armor
When exposed to extreme conditions some bodies will evolve to adapt to said conditions. In this case I wanted to portray the concept of a character who's skin has evolved in order to protect itself. By thickening and toughening the exposed parts it almost develops a natural armor.
For this model I used ZBrush from the basic shapes to the minor details, but in order to be ready for rigging and animation I imported it to Maya mid process to develop a suitable topology. Then I added the details onto this topology by using a displacement map.
Both the metallic jaw and the fur for the loincloth have been developed in Maya. Th e jaw is a hard surface model made after the face in order to fit it; and the loincloth fur I created with xGen trying to simulate a teared piece of skin from a wild animal.
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