So I`d like to present my latest real-time creature model done for "The Beast" competition hosted on Polycount by Allegorithmic.
My attempt was to bring a creature from concept stage all the way to production level and test out Substance Painter`s baking and procedural texturing capabilities on dense meshes with multiple UDIM`s.
After low poly was done, pretty much everything else was done in Substance Painter, baked perfectly in one go by playing with the Near/Far rays , then texturing was done mostly procedural (minus a few masks I had to paint myself) .
The mesh has about 100k triangles, re-topologised for animation with proper UVs, spread on 4 UDIMs at 4k texture-set each. I`ve used Pixologic Zbrush for concept and sculpt phase, Topogun for retopology , Maya for mesh cleanup and UV mapping and finally Allegorithmic Substance Painter for Bake and Texture. Rendered in Toolbag / Marmoset 3 Beta.
Rigging and skinning done by my amazingly talented workmate Perry Leijten - http://www.perryleijten.com/
Special thanks to my buddies Joeri Vromman - www.joerivromman.com , Ben Erdt - https://www.artstation.com/artist/benerdt and Daniel Ciorba for giving me vicious feedback and a mild form of PTSD.
Used Mega Scans for mud and log.
Background twigs/trees by Karen Stanley - http://kazperstan.co.uk
I will post breakdowns and more renders soon !
Also feel free to follow me on ArtStation at https://www.artstation.com/artist/vickgaza
I`ve decided to document the design and exploration process of my creature (that I`m doig for the Polycount contest and gather enough resources that I might make a little tutorial at the end if it turns out good enough and if I get to finish it (due to work being hectic at time).
As soon as I have more stuff to show I`ll post it with annotated explanations.
So far, I`ve used Pixologic Zbrush entrirely and Photoshop for some rough paintovers.
Here`s the state which I am at right now.