Bladebeak

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 final render with environment

07-DEC-23

Bladebeak posed render.

07-DEC-23

Bladebeak posed render.

07-DEC-23

Blocking out character shape

21-NOV-23

Blocking out character shape

21-NOV-23

Starting to create the facial details and clothing

Starting to create the facial details and clothing

Adding more details to the head of the character.
22-NOV-23

Adding more details to the head of the character.
22-NOV-23

Creating the arms

Creating the arms

Creating the feet

Creating the feet

Merging the separate meshes together and adding more clothing

Merging the separate meshes together and adding more clothing

Retopologizing in Maya

27-NOV-23

Retopologizing in Maya

27-NOV-23

Head retopology

Head retopology

Retopology of the wings

Retopology of the wings

Retopology of the feet

Retopology of the feet

Finished body retopology

Finished body retopology

Retopologizing the clothes and other features

Retopologizing the clothes and other features

Eyebrow Retopology

Eyebrow Retopology

Wireframe of the character

Wireframe of the character

Lighting test

Lighting test

UV Mapping the character body

04-DEC-23

UV Mapping the character body

04-DEC-23

Creating the body textures in Substance 3D Painter

Creating the body textures in Substance 3D Painter

Creating the eye texture in Photoshop

Creating the eye texture in Photoshop

Adding the AiStandard textures onto the character mesh

Adding the AiStandard textures onto the character mesh

UV Mapping the hood

UV Mapping the hood

UV Mapping the tongue

UV Mapping the tongue

Creating the tongue texture in Substance Painter

Creating the tongue texture in Substance Painter

Creating a clothing texture for the tunic after UV mapping the mesh

Creating a clothing texture for the tunic after UV mapping the mesh

Creating a metal texture for the helmet in Substance 3D Painter

Creating a metal texture for the helmet in Substance 3D Painter

Final textured character and the wireframe 

Completed on 04-DEC-23

Final textured character and the wireframe

Completed on 04-DEC-23

Front View

Front View

Side View

Side View

3/4 View

3/4 View

Back View

Back View

UV Mapping floor and wall mesh for environment

UV Mapping floor and wall mesh for environment

Model of a barrel

Model of a barrel

UV Mapping the barrel and barrel rings

UV Mapping the barrel and barrel rings

Final texture added to barrel model

Final texture added to barrel model