WOW! Thank you so much for your kind words guys. I have never gotten much attention on these boards, mainly because I never had and full fledged zbrush projects to show. It’s nice to get some attention from such talented pool of artists as this crowd is. Well, here is the high poly breakdown of what was made in zbrush. I used a combination of modeling techniques. I learn a ton.
For the most part, I sculpted anything organic, and made a detailed base mesh in max for anything hard edged. For the relief detail on the bellyplate, as well as any rope or cord, and The hat and necklace I simply made a height map in photoshop and displace mapped it. For any low level detail I used the nvidia normal map plug in for photoshop, I would use this on embossed detal such as cloth embroidery. One of the keys to doing any sort of displacement map modeling though, I found, is to make sure your base mesh has Uv Coordinates, so you can paint your displacementmap in photoshop, and get clean results.
I’d be happy to answer any questions you guys might have. So software used was simply Zbrush, Max, and Photoshop.
And the rigging was done in max with a quick and dirty biped rig.
I hand posed the face.

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