This model was created for a contest run by the Academy of Interactive Entertainment. The theme of the contest was Construct3d and so to tie in with the theme I designed a Flesh Golem character that is constructed of various parts. This competition also ended near Halloween, so I decided a monster themed character would doubly suit the competition. I concepted the creature with sketches and then sculpted him in ZBrush before doing retopology in Topogun. UVing was done in 3DS Max and texturing was a combination of polypaint in ZBrush for a base and finishing in Photoshop. The final renders are taken from Marmoset Toolbag. While there weren't specific requirements on the mesh, I decided to keep the triangle count in line with a hero character in games today. The final mesh weighs 12,489 triangles and has one each of 1024x1024 diffuse, normal, spec, and gloss maps. 
Game asset mesh with normal map compared to high poly sculpt
1024x1024 texture maps clockwise from upper left: Diffuse, Normal, Gloss, Specular
Flesh Golem
Published:

Flesh Golem

Character design for Flesh Golem game asset

Published: