This piece started for the Beast Challenge hosted on Polycount by Allegorithmic.
My attempt was to bring a creature from concept stage all the way to production level and test out Substance Painter`s baking and procedural texturing capabilities on dense meshes with multiple UDIM`s.
The mesh has about 100k triangles, re-topologised for animation with proper UVs, spread on 4 UDIMs at 4k texture-set each. I`ve used Zbrush for concept and sculpt, Topogun for retopo, Maya for mesh cleanup and UV`s and Substance Painter for Bake/Texture.
Rendered in Marmoset 3 Beta.
Rigging and skinning done by my amazingly talented workmate Perry Leijten - http://www.perryleijten.com/
Special thanks to my buddies Joeri Vromman - www.joerivromman.com , Ben Erdt - https://www.artstation.com/artist/benerdt and Daniel Ciorba for giving me vicious feedback and a mild form of PTSD.