---General--- This high quality creature model was created using ZBrush 3.5r and Zbrush 4 and then rigged using Maya 2012's standard rigging and skinning tools. The model was designed for use as a real-time asset for video games/simulations.
---Materials & Textures--- This model was rendered using a Mental Ray SSS Shader. The first two images provided were rendered with adjusted render settings to display more detail. The rest of the images were rendered with the 'Production' rendering preset.
Included Texture Maps:
Diffuse (jpeg) Normal (png) Specular (jpeg) Epidermal (jpeg) Subdermal (jpeg)
Texture maps are all original images created with ZBrush's painting tools and edited in Photoshop when needed.
---Rig Info--- This model was rigged and skinned using standard Maya rigging procedures including a Maya joint system, simple ikhandles, and NURBS curves for controls. Also included are left and right ik/fk switches for all four limbs if needed. Control objects for the head and tail contain Channel Box controls for opening/closing the mouth, adjusting the facial spikes, curling the tail's end, and adusting preset positions for the tail base. The spine was rigged with an advanced twist setup for animating realistic spine movements automatically.