Yet Another Monster Head
The workflow for this one was a little different than my usual process.
A FLAT polygonal mesh was built in Lightwave. It had no 3D aspects, and was the basic shape of the head. (I didn’t have a completely clear idea of what I wanted) The important aspect was keeping a good layout and flow of the polygons, which can sometimes be easier to do when creating a flat mesh.
This mesh was imported into ZBrush, and given dimention with the sculpting tools. (before exporting from LW, the points were pulled slightly from the 0 X axis, and the other side mirrored to make for a symmetrical object to work on) No dividing was done to keep the mesh low-res.
The mesh was exported from ZB and back into LW, where more point pulling and modeling was done until I liked the shape.
THe UV map layout was created in Lightwave, then the model was exported/imported back into ZB, where texture painting was done with the help of Texture Master.
A grey scale bump map was painted here, as well as the bulk of the color map. Further refinements were done in Photoshop.
The texture maps were loaded back onto the model, and it was rendered in Lightwave.