These sculpts are based off my two dogs, with fur texturing that was an attempt at emulating Beth Cavener’s animal sculptures. A style I didn’t quite manage, but will be attempting to emulate more accurately in the future.
I blocked in the animals in segments. Then I masked out and lifted sections of their mesh to create stylized fur patterns.
Masked out and lifted sections of their mesh to create stylized fur patterns.
Textures were baked down from ZBrush, after using that software’s native UV unwrap process.
This is not my favorite pipeline for UV unwrapping, I feel that it is less space efficient than manually unwrapping low-poly sculpts in Maya.
This is the texture map set for the paler dog, as you can see the UV layout which ZBrush generated left a lot of unused space. Height map used to reinforce the shading of the carved detail in final render.