Here's an art test I did for ArenaNet's Class of 2012 Internship Program.
Concept by Hyojin Ahn. All 3D elements were created from scratch from a custom base mesh I made in Maya and brought into ZBrush. I had so much fun with this project! It was a great opportunity for me to iron out my 3D production pipeline. I ended up using the following process:
(1) Maya » Base mesh
(2) ZBrush » High poly sculpt
(3) Maya with NEX's quad draw » Low poly retopology
(4) UVLayout » Unwrap, selectively stack, and pack UVs
(5) Mudbox » Texturing
(6) Marmoset Toolbag » Presentation
Part 1: ZBrush High Resolution Mesh
Part 2: Low Poly Mesh
4703 tris with 1024 by 1024 pixels texture maps:
• Diffuse
• Normal
• Specular (grayscale)
• 1-bit Alpha (transparency)







