Hello everyone!
I’m excited to share my latest sculpting experiment — a full-on mechanoid character created in ZBrush , rigged and animated at high-poly resolution (~28M tris, 462 bones) , while completely avoiding traditional retopo and manual UVs .
I’d love to hear your thoughts on this no-retopo / no-manual-UV approach in a production-style rigging setup.
See hires version and more concept related stuff (like mechanics and material breakdowns ) on artstation:
https://www.artstation.com/artwork/P6BR31
And more here for animated version and breakdown:
https://www.artstation.com/artwork/QK0OoB
!
Thanks for stopping by — hope you enjoy the piece!![mechanoid_thumb_01c|999x999]