A character like this I knew would be mostly carried by the silhouette, but I also knew that it would need a lot more detail than I was used to creating to really make it shine, so all of the detail was hand sculpted inside ZBrush.

I did make good use of IMM and curve brushes for the stitches, but I made sure to go back and touch them up to give some personality to each stitch.

Working with Maya and ZBrush

I’m not very familiar with using ZBrush’s hard surface tools, so I went back and forth a lot for this character.

For the block out, I created most of the forms in ZBrush, except the helmet and the elbow pieces, which were created in Maya . Once I was happy with the block out, nearly all hard surfaces were re-created in Maya again.

The leather straps were also re-done in Maya, as I found the curve strap brush to be excellent for laying the straps in, but it was difficult to refine the shape inside ZBrush.