Helena: Breakdown

helena_blinn5Cropped2.jpg

Helena: Breakdown

The model was sculpted from a base mesh that was re-topologised in Topogun. And then projected back on the model. Where it was sculpted further.

wireFrame.jpg

It was then split into two models. So i could push the poly count high on the head (around 10 million polys).

bodyWireframe.jpg

Textures were done in 3D-Coat.

texture.jpg

blinnbody

clothed

UV’s done in UVLayout

snap0002.jpg

 

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