I began this model from scratch, making a deep study on how her anatomy could work and how I could transfer what I saw in the concept accurately to a realistic 3d sculpt . I began with a polygonal base model made in 3D studio max. Later on I used that base model to sculpt the creature on zbrush. I painted the difuse map in mudbox and also used zbrush for cavity details. Specular, cavity, ambient oclusion and normal map were extracted on mudbox, I also did the transfer detail process in here. I used photoshop for some details in the texturing process and for the postproduction. In the final stages of the model I rigged it using zpheres and adapting skin method in zbrush. Finaly I did those renders in marmoset toolbag 2.
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