This model was created for a contest run by the Academy of Interactive Entertainment. The theme of the contest was Construct3d and so to tie in with the theme I designed a Flesh Golem character that is constructed of various parts. This competition also ended near Halloween, so I decided a monster themed character would doubly suit the competition. I concepted the creature with sketches and then sculpted him in ZBrush before doing retopology in Topogun. UVing was done in 3DS Max and texturing was a combination of polypaint in ZBrush for a base and finishing in Photoshop. The final renders are taken from Marmoset Toolbag. While there weren't specific requirements on the mesh, I decided to keep the triangle count in line with a hero character in games today. The final mesh weighs 12,489 triangles and has one each of 1024x1024 diffuse, normal, spec, and gloss maps.
![](https://cdn.myportfolio.com/3f7e213bfb076fe8f66476ee47b1bc1e/393e52f7e809620924c78553_rw_3840.jpg?h=1f396582723f9079921bb4ab80ef6232)
![](https://cdn.myportfolio.com/3f7e213bfb076fe8f66476ee47b1bc1e/23d567fd68cc9c6477ab4605_rw_1920.png?h=03bb3694a074311a55b9734d382d7032)
![](https://cdn.myportfolio.com/3f7e213bfb076fe8f66476ee47b1bc1e/4a352cacc16409780fa18c16_rw_1920.jpg?h=40be914e3bfbb0fd9dd8b070662a2569)
Game asset mesh with normal map compared to high poly sculpt
![](https://cdn.myportfolio.com/3f7e213bfb076fe8f66476ee47b1bc1e/480b72189b1253935a1da7fe_rw_1200.jpg?h=b16517a8945d20951d4f071894de13ad)
1024x1024 texture maps clockwise from upper left: Diffuse, Normal, Gloss, Specular