It already has a baked texture (normal mapping). The render is untweaked, though. No lights, filters, no even the definitve texture.
The process, in brief, was:
- Sketch with photoshop, based on references, and some anatomy resources (R. S. Peck, "Anatomy for the artist")
- Model in 3D max 2008, following Ben Mathis (
http://www.poopinmymouth.com tutorials, and George Maestri's character animation book, plus some rigging tutorials I can't relocate (sorry)
- Textures and hires model made up from displace using the photoshop adapted sketch, and then baked onto the low poly model.
Ideas to improve it but no implemented yet.
- Normals teaking (amount, lighting, bump and brightenss...)
- finish rigging
- Animation for poses and actions
- Independent eyes (not in the main mesh)
- versions with slightly different anatomy (bigger, thiner, clothing...)