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.
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Game asset mesh with normal map compared to high poly sculpt
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1024x1024 texture maps clockwise from upper left: Diffuse, Normal, Gloss, Specular