Bladebeak modelled in Maya from my ZBrush model. It was textured using Adobe Substance 3D Painter and Adobe Photoshop software. Bladebeak is based on Warner Bros. Quest for Camelot (1998).
Bladebeak (C) Warner Bros.
Bladebeak final render with environment
07-DEC-23
Bladebeak posed render.
07-DEC-23
Blocking out character shape
21-NOV-23
Starting to create the facial details and clothing
Adding more details to the head of the character.
22-NOV-23
Creating the arms
Creating the feet
Merging the separate meshes together and adding more clothing
Retopologizing in Maya
27-NOV-23
Head retopology
Retopology of the wings
Retopology of the feet
Finished body retopology
Retopologizing the clothes and other features
Eyebrow Retopology
Wireframe of the character
Lighting test
UV Mapping the character body
04-DEC-23
Creating the body textures in Substance 3D Painter
Creating the eye texture in Photoshop
Adding the AiStandard textures onto the character mesh
UV Mapping the hood
UV Mapping the tongue
Creating the tongue texture in Substance Painter
Creating a clothing texture for the tunic after UV mapping the mesh
Creating a metal texture for the helmet in Substance 3D Painter