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Step 6

I subdivided the mesh to 1 level in Mudbox in order to start sculpting the details. As you can see in the wireframe image (Fig07), the mesh density has increased from the original mesh that we imported.

Fig. 07

Step 7

(The fun has already begun!) I firstly started sculpting and giving mass details to the creature. I studied the concept and tried to finish the basic mass and shape of the creature using a combination of bulge, move and smooth brushes to achieve my goals (Fig08).

Fig. 08

Step 8

As you can see in Fig09, I started increasing the level of details. With each and every part, I slowly tried to spend more time studying the concept and the style of the concept artist, whilst also trying to add my own details to the model (Fig09).

Fig. 09

Step 9

I subdivided the mesh again to level 2, and started working more details into the model, this time adding more flesh and small organic details to it. I liked this part a lot; I used normal sculpting tools like bulge, soft and smooth brushes (Fig10).

Fig. 10

Step 10

More subdivision, more details. This time I concentrated on doing skin folds, stretches, and things like pores and boils. I am totally in love with Mudbox, and doing this has never been easier (Fig11).

Fig. 11

Step 11

Satisfied with the detail of the model, the next step was to generate a nice normal map. Fig12 shows the settings and the image size of the normal map; I specified subdivision level 1 as my low poly mesh, and used the highest subdivision level as my high poly mesh. The normal map generated was my base bump and diffuse map. I hit the operation button and the map was ready in the path I specified (Fig12) - it's so simple!

Fig. 12

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