So a while ago I posted an illustration I did of a bizarre alien post-human mutant sort of character. I thought he was a great candidate to expand on my knowledge of ZBrush with, because of all the gnarly details and textures I put on the original illustration. The result is a character bust, modeled and textured with a normal map projection. I used a tutorial from a book I have, called Character Modeling 2: Digital Artists Master Class of the d’artiste line published by Ballistic. The tutorial, penned by Kevin Lanning of Epic games, details the character creation process used in the Gears of War series.

Statistics:
- Low poly model: 3932 polygons. high polygon model, 2 million+ polygons
- Textures: 1024×1024; Diffuse, normal map projection, additional bump map, specular map, reflection map(appropriated)
- 3DS Max, ZBrush, Photoshop
I created a low polygon model in 3ds Max at around 4000 polys. This model was imported into ZBrush as an .obj file, cranked up to 2 million+ polys, and sculpted. I exported the lowest LOD model back into 3ds max to use as the base mesh, then brought in the high poly mesh (in pieces) and used projection mapping to generate a normal map to transfer the details of the high polygon model to the lower one. I was pretty astounded at the results; then I painted a colour texture using photoshop, made an additional bump map for surface details, and added a specular map.