Project started as a sculpt then was finished in blender. The original sculpt was at 16 million polygons then exported to 180k. It was then further decimated inside of blender (using the decimate modifier) to 89.9k polys. The displacement/normal/texture maps were routed in nodes into the material inside of blender, giving the appearance of a high polygon sculpt while still maintaining the low poly mesh. The rig was constructed in blender using and modifying (adding the tail bones to a standard biped) the 'rigify' plugin. This basic rig is meant to work across all rigging systems and be more universally accepted. The mouth (jaw hinge on armature/open faces/constructed mouth) was not sculpted, planned, or needed for the project so we left it out. (Mouth is closed unless you open it.)
-UV unwrapped non-overlapping
-4096 x 4096 texture map included
-4096 x 4096 normal map included
-4096 x 4096 displacement map included
-rigged with a standard modified biped (added a tail, no IK's to the tail were added)
-blender file included with everything to get you started right away (lights/rig/material/maps/ect)
(.blend is located in the root directory for loading of textueres for the eyes/spikes)
(note: if loading directly from save file, please make sure your python scripts are enabled in the user preferences under 'file' or else the rig from the .blend will be deformed.)
-wavefront (.obj) is included because it's a more universally accepted format and can be used no matter which piece of software you own!
This is my first sculpt and I'm very proud of it, and I'm excited to pass this on to you!