The model was developed as a 3D vrm avatar for Nifty Island game. I've started with a sketch to get the general understanding of how teh character could look like. I had to change the design od snakes several times, taking into consideration further rig.
I've sculpted the high poly in Zbrush and prepared it for retopology. I've also baked vertex color to use it as an ID map for further texturing in Substance Painter.
I've retopologized and UVunwrapped the model in Maya and came to 24k tris which is a perfect match for Nifty Island's technical requirements.
I've baked normal map in Marmoset Toolbag, making sure there weren't any artifacts (using bake groups and the offset painting tool).
I've textured the model in Substance Painter, trying to create a bit worn in battles look, adding some material damage, scratches and scars.
I've rigged the model in Blender and added Spring Bones to the tail and snakes, then created several Mixamo animations to test the rig and bones behaiviour, weightpainted the necessary parts.
When the model was finished and tested on Nifty Island, I've rendered presentation animations in Blender, and made still renders in Marmoset Toolbag.
Thanks for watching!
I've rigged the model in Blender and added Spring Bones to the tail and snakes, then created several Mixamo animations to test the rig and bones behaiviour, weightpainted the necessary parts.
One more test animation
Animation render from Marmoset (without spring bones)