Moonshine
sketchfab
I create 3D models in Maya. High-poly character work starts with ZBrush Core, where I sculpted the initial shape. Instant Meshes then helped me reduce the complexity of the mesh significantly, saving a substantial amount of time. Although it streamlined my workflow, manual retopology would have produced a smoother edge flow. The base mesh originates from this source. Textures were crafted using Substance Painter and shadow maps generated through Blender.
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