High-poly character. Sculpted in Mudbox. Base meshes created in Maya and Blender. Retopology where necessary in Topogun. UVs created in Blender. Normal, bump, and cavity maps generated in Maya, xNormal and Mudbox and transferred to a low-poly mesh for texture painting in Mudbox
High poly total: 38,273,704 quads. Low poly total: 388,168 quads. (A thousandfold reduction in size.)
Based on the 2000AD character Judge Dredd created by John Wagner and Carlos Ezquerra.
Rendered in Blender Cycles using Physically Based Rendering Materials and image based lighting.
Choose 720p HD or 1080p HD for best video quality.
Manipulate the model in 3D below using your mouse with Sketchfab. No plug-in required. Sometimes needs WebGL enabled.
Mudbox Still Renders
Renders direct from Mudbox lit using image based lighting.
Maya Base Meshes
Mudbox Sculpting in Progress
Pose Adjustment and Paint Planning
Completed High Poly Sculpt
Retopology in Topogun
Baking, and Map Transfers to a Low Poly Model
Texturing the Low Poly Model
While this sculpt was transferred to a low poly mesh to ease painting, lighting, and rendering it was not intended for real-time rendering such as a game engine. I therefore allowed myself to use several texture maps with some packed more tightly than others. Organizing them logically rather than optimizing UV packing for just one or two highly efficient maps.