Project 1: a fan art piece ... I decided to go with Qbert.
Step 1: block out

Step 2: clean up the geometry

Step 3: add hair cards, then mirror the whole thing over and see if it works.


Step 4: bake the ambient occlusion, then paint the diffuse

This is what my diffuse looked like for this model, once again we did the texture at 256x512
Project 2: this month's theme was medieval fantasy.. designed around the ability to stay at an inn.
Once again we can use only zbrush, so I started with zspheres to create a skeleton type frame
Then I moved on to blocking out the basic frame of the black smith.
Clean up the block out.

Turn it into a mesh for sculpting.
Sculpt out a basic figure with large and medium details.
and apparently I added more details.
Then you begin retopology ...
and it becomes messy ...

and messier ...

... but then I brought it into maya and the critiques I received were that he had a disproportionate body. So I resized his new lower topology and corrected any of the retopology mistakes I had made.

Once I re-sized everything, this is what I ended up with.
I brought it back into zbrush and began to smooth and sculpt once again.
I re-sculpting the new body back out with details

Then I changed the face

With proper ambient occlusion, normal mapping, diffuse mapping and specular map, it turned into this.


A shot of the diffuse map.

My normal map.

Lastly, my specular map