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Modeling the mouse
After 1 hour: I had the general shape and the yellow is to mark the place of the nose. At this stage the edgeflow is not important, just the shape.
After 2 hours: At this time I started refining the face and modeling the more important parts. I connected the parts and cleaned up the mesh later.
After 3 hours: I worked on the hand and the feet were copied from the finished hand and modified slightly.
After4 hours: I refined the ear.
After 5 hours: I worked on the general shape and I made her a bit thinner and moved the head away from the body. At the end I cleaned up the mesh, forming proper edge loops between the different model parts. I also added polygons on body and tail to make her better deformable by bones. This completed the model of the mouse. Click to Enlarge modeling steps
   
Sculpting the snake
To begin sculpting the snake I brought it into ZBrush. I don't want to go into detail here because it was one big disaster. Me and ZBrush, we don't like each other. I will just show the results of my battle with this program. Click to Enlarge sculpting steps
   
Sculpting the scales
For the repeating scales on the tail, I modeled just a small part of them in ZBrush, baked them to a displacement map and distributed them over the tail in Corel Photopaint. In the beginning I used a photograph of scales and drew them out with a standard brush:
Next, I inflated the scales, used the pinch tool between the scales, used the move tool to move the middle part of each scale a bit towards the bottom. Then I smoothed the surfaces of the scales at the end. This rectangle of scales was then baked to the displacement map, distributed over the snake's tail. Click to Enlarge sculpting scales steps.
    
Texturing the snake
The snake's diffuse texture was started in ZBrush in Projection Master where I just roughly painted where the stripes should be.
In Corel I combined the AO map with the color map.
Using a brush I made some refinement to the scales color - the color had not been coordinated with the location of the scales before. The map looks rather gray here, initially it was yellow but then I decided to have the main color in the scene caused by lights and not by texture. Click to Enlarge Texturing steps

 
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