Prosses during this project:
I gathered reference, watched videos and learnt facts about the Trillobite Beetle.
The reference had top view, bottom view, side view, view of scales and close ups.
I then created the shapes in Maya then imported onto Zbrush, I started the first pass getting the silhouette right.
Second pass, was mid-level detail this is when I marked out where the key details would typically go.
The last pass, I finalised the sculpt by looking at the reference and adjusting areas of the bug.
I then decimated the high poly model. I exported into maya started retopology. I made loops around the areas that would deform. then unwrapped I layed out the shells automatically then re-sized to get the same pixel density across the UV shells.
Texturing, I baked the high polly onto the low then started texturing.
Rigging, I added the joints and then bind the skin and used paint weights to fix any unwanted deformation.
Next was creating the controls and constraints.
Animating, I watched videos of how the beetle moved and created animations that replicated that by blocking out key poses, then kept refining.
Rendering, I set up the camera shots, then I set up the lighting by using a sky dome light and some area lights. I then composited the rendered shots in aftereffects.
Full Turnaround Render
Half Turnaround Render
Interactable Render