Progress...again








Ok! Model 2 is done and done. Got the normal mapping working perfectly with this one.The hair however is weird on it...there's clipping that occurs during the render; probably because of the displacement. All in all it went very well; got a good system for making and baking normals and learned a lot about the hassles of working between several programs. Now that I actually have a good workflow foundation I can start making more models and building up on it.

The first two are my painted sculpts; and the others are the baked normals in max...which oddly enough look vastly different rendered out as jpegs as opposed to the way they look the viewport.

Scuplt-Complete


Gotta say I like how this is coming along. I planned ahead and mapped out the UV's early(Plus I know the process now) so I can Texture a lot sooner and have something awesome. I wanted the front hooves to look like hands; the fingers are supposed to be sort of fused together. The head looks like an elongated shrunken head.

Base complete


Well here's the base. Managed to keep it under 1000 polys this time (note to self: really helps to draft out mesh first). I attempted to optimize the knees for animation but I won't really know till I actually try animating. Where the front legs meet the torso could definitely use some improving, but maybe sometime later; at least at this point its good for a sculpt.

Elephantman


Since I'm just about finished with the base model, here's a quick paint of what I want to achieve. Decided to use textures on this in order to get a feel for its overall look in a timely manner.