Well, I am almost finished with all of the subtools. Here is a quick glance at the waterskin - new and improved since the old one was corrupted. I am starting to get comfortable with the ZB texturing tools and I am thinking that I have barely scratched the surface. It is amazing what can be done in such a short time.
The next image should be sometime tomorrow and will be the entire character completed minus his skin - that is if I can avoid inturruptions, lol.
I reduced the details on this significantly and still feel it carries its weight well enough for the camera angles I have planned. One thing I have found useful is to create the polypaint at a high level then reduce the geometry and the “essence” of the higher level is retained which is what I did for each of these subtools in this item. Some items I created at 8 - 10 subdivisions and then reduced them 2 and sometimes 4 levels down and deleted higher divisions. The painting came easier and the essence is still retained in the final from the distance from the camera used.
The copper aging took a bit of experimenting since it is mostly all polypaint with only a bit of photo texturing as a base, but I am fairly pleased with it and think that once it is in shader mode under VRay lights it should really pop.
NOTE: Previously, I said this was a waterskin and referred to the inner “bladder” being an actual seal’s bladder. After doing further research, I am finding this would not be accurate. An animal organ such as a bladder has two major drawbacks for this type of waterskin - 1st, it would be fairly fragile if it ever dried out at all - even brittle unless kept constantly wet - 2nd, it does not breath like tanned leather so the water would become brackish very fast and bladders were only used for very short periods of storage since they are more like a natural balloon than a canteen. This was built to reflect a tanned hide inner core with a thicker outer covering to protect the inner “bag”.

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