Thank you all!
There really in no one clean topology for these models since the end goal was to create a high resolution decimated version to be used as is with out any sort of displacement or normals.
So most of the re-topology was done in zbrush with the use of “remesh” and it’s only purpose was to be used as base geo to allow for an easy workflow.
Things became dynamehsed, projected and remeshed more than once.
I’ll be happy to share some of the WIP of what I can gather together in the upcoming weeks.
Since the deadlines for both season 1 and season 2 were pretty short, 4 - 5 weeks of production (modeling wise), we had to resort to the use of recycled geo from our libraries and previously created content to get a head start on the fundamentals and blocking.
from there most of the anatomy was layered out and sculpted purely by observation and reference. The same goes for the animals.
The VFX industry is very fast-paced and most often than not, we as artist need to
use as much resources at our disposal to get models out as quickly as possible without compromising quality.
Hope this helps!
Cheers!