References

Fig. 01
Modelling
The general base of the model was blocked out and unwrapped in Maya. It is always a good idea, when constructing the base, to strive for 'square' quads and keep the 'flow' as clean as possible – it will make it much easier when doing the unwrap and deformation if needed later on. Once I captured all the key features, I took the mesh into ZBrush as my starting point (Fig.02).

Fig. 02
Using a Subtool and the basic sculpting tools in ZBrush, I began to establish volume and fine details at each level of subdivision. Once I was satisfied with the results, I exported the mesh at a subdivision that would maintain the overall silhouette, but would not be so heavy as to hinder the render time in Maya Fig.03 – 04). The rest of the details were later handled with normal and cavity maps exported from ZBrush (Fig. 05).

Fig. 03

Fig. 04

Fig. 05
Lighting
The lighting setup for this piece consisted of a main, specular and a back light (Fig.06). The main light cast the major shadows, whilst the specular light had an orange light with low intensity.

Fig. 06