Goblin Bust

Based on the wonderful artwork of Cole Eastburn - https://www.artstation.com/colehole - this goblin was an effort to improve texture workflow and get a compromise between handpainted, unlit maps to work with a PBR setup without looking out of place.
I think this has been rather successful, with improvements to rendering texture and depth in my maps, and refining my stylised anatomy and understanding on manual wrinkle/ creases.

Retopology on a non symetrical sculpt was difficult and next time a small rig would be far more productive and save time greatly, mesh was modelled to support realtime workflows if scaled up to a full side character.

Map/ ID breakdown. A very small textureset exists just for the eye, not pictured due to relative size. Future bust projects can likely have this packed into "flesh stuff" textureset.

Map/ ID breakdown. A very small textureset exists just for the eye, not pictured due to relative size. Future bust projects can likely have this packed into "flesh stuff" textureset.

High poly render from Zbrush. Time to sculpt was relatively low, with the planks being the main problem on how to tackle.

High poly render from Zbrush. Time to sculpt was relatively low, with the planks being the main problem on how to tackle.