As you can see in Fig13, I then exported the level 1 mesh from Mudbox into 3DS Max. This mesh has higher mesh density than the original base mesh and has more mass details (Fig13).
Fig.13
Step 13:
The mesh was imported into 3DS Max using the .obj import option. It was then ready to have a shader pass on it and I was able to test the normal map that I had generated (Fig14).
Fig.14
Step 14:
Fig15 shows the test render of the mesh. I applied a skin shader from Brazil’s rendering system. I always use this shader with creatures and characters because it is easy to use and gives some awesome results with subsurface scattering, and has a real skin-like quality (Fig15).
Fig.15
Step 15:
The above (Fig16) image shows the normal map generated in Mudbox, plugged into the shader, and the test render shown with the model. I left this here at this point, as later on I planned to tweak the shader more with more detail, once I was done with the diffuse map and lighting (Fig16). (See you soon, Shader!)
Fig.16
Step 16:
I then mirrored the mesh and started modelling the mouth, along with other important small details which were to bring more life into this creature (Fig17).
Fig.17
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Step 17:
I added more details to the model, like the teeth, and those spikes on his back. The creature received all of his beauty elements at this stage - I love that he has lots of teeth to eat puny humans! The next step was to add some colour to it, and so I moved into Adobe Photoshop - another program which I love and cannot do without (Fig18).