Software used: sculpted in ZBrush (sculptris pro, zremesher, VDM brushes, alphas); modeled, retopologized with Quad draw, rigged and posed in Maya; textured in Substance Painter, rendered in Arnold
I had a lot of fun sculpting this menacing looking dragon. The most challenging part of this process I would have to say was the retopologizing stage. It took a long time, and I had to be patient with the Quad draw tool at times. I wanted as clean a model as possible with dense enough geometry to showcase the details I spent time scuplting in Zbrush. I later added a rig and painted some weights to allow me to pose the dragon on the rock. Big thanks to Bryan Bentley for his help throughout the process.
Poly count: 70,018 quads, 2 tris (demon dragon); 2,866 quads (rock)
1. Tile - 1001 AO 2. Tile - 1002 Scattering 3. Tile - 1003 Roughness 4. Tile - 1004 Emissive 5. Tile - 1001 Albedo 6. Tile - 1002 Object ID 7. Tile - 1003 Normal 8. Tile 1004 Displacement
Concept art below provided by CG Spectrum