BadMax

A character done for an art test in 3 days from scratch ( based on a conceptart I didn't do this time ^^)

I really enjoyed the sculpt part of the process, going back on anatomy (I hesitated to start from one of my basemeshes, but I would have learned less things). And I think it's a good thing to see how fast I can actually get a character done, it will helps estimate each step's timings better on the next one =)

Sculpt made on ZBrush
Retopo + UV on 3dsmax
Textures on 3DCoat - Diffuse + SpecularColor/Glossiness (stored alpha channel). 2048px reduced to 512px due to model's polycount

Texturing was based on normalmap/curvature/AO/ID bakes (done with Marmoset 3), then mixed/painted textures with 3DCoat

Full PBR version of the model, on which all the final textures depends

Full PBR version of the model, on which all the final textures depends

Retopo/UVs done on 3dsMax (limit was 3000 tris)

Retopo/UVs done on 3dsMax (limit was 3000 tris)

Downsized textures (from 2048² to 512² and Metal/Rough to SpecColor/Gloss)

Downsized textures (from 2048² to 512² and Metal/Rough to SpecColor/Gloss)

Sculpt, done on ZBrush

Sculpt, done on ZBrush

Viewer with usual PBR maps (Rough/Metal/Normalmap/AO, etc)

Viewer of the final model, as it has a very low polycount, huge textures are not needed I guess ^^" (made with two 512px textures, one for diffuse, then other for spec/gloss)

Textures breakdown

Textures breakdown