Flash Contest - Lizard Character - High Detailed Model
I decided to go for the Lizard Character to perform a "High Resolution Sculpt". Stage-01: I have started the blocking to se the model needs and to set the mesh loops by using Polygroups. This helps me to avoid future issues when I start subdividing the model.
Update - 18 Jul 2021
Some Pictures of the Parts of the model taken from Zbrush to illustrate the source of the final renders. The renders have been performed in Zbrush.
Update - 4 Jun 2021
I decided to go for the Lizard Character to perform a "High Resolution Sculpt".
Stage-01: I have started the blocking to se the model needs and to set the mesh loops by using Polygroups.
This helps me to avoid future issues when I start subdividing the model.
Stage-02: I kept playing with the volumes and I started with a second level of SubDivision.
Once the model looked a bit better, as I was stretching the mesh during the modelling I went for a Zremesher to improve the mesh distribution by using Polypaint, decreasing the number in legs and arms as they will be covered and increasing it in face and chest.
Stage-03: I start playing with secondary volumes in the face to see if I can get close to the concept without adding high level textures. I need to add more round to the secondary horns and start working with the neck to see the volume transition head-neck-chest.
Stage-04: Now is the turn to decipher the volumes of the chest and belly.
Stage-05: It is the turn to start with the volumes of the knee pad. I am using Maya Autodesk to try to resolve this piece. Once Completed I will moved it to Zbrush to start generating the rest of the pieces of the leg. In Maya I tend to go for two divisions in order to block the volumes.
Stage-06: It is time for the shoulder plate, for this I have used the combination of Booleans + Zremesher to get a clean mesh.
Stage-07: It is time for the forearm shield. I am going to use Maya for the generation of the basic structure and its UV. Once completed I will go then to Zbrush to bend the shield to fit the model and also to create the specific tribal design in symmetry mode. It seems the wrist is flexible then I will see what I can do to make it functional.
Stage-08: I keep modelling items for the lizard. I used Maya to build the Shield principal forms and then I moved it to ZBrush to add details and other pieces.
Stage-09: Its time to put in place the cable that links the Master with the slave. I decided to use ZSpheres to bring the cable.
Stage-10: I broke the symmetry and started adding details into the Lizard Skin.
Stage-11: I started with the colour of the Lizard done in Zbrush with Polypaint. I started with plane Colours and keep building layers of Paint.
Stage-12: Final Renders. I finally used Keyshot for the final Renders.