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Trilobite Beetle

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

Top Render

Top Render

Bottom Render

Bottom Render

Top

Top

Side

Side

Bottom

Bottom

Reference

Reference

Block Out

Block Out

Sculpt Top View

Sculpt Top View

Sculpt Bottom View

Sculpt Bottom View

Sculpt Individual Bottom View

Sculpt Individual Bottom View

Sculpt Head Bottom View

Sculpt Head Bottom View

Rig

Rig

Real Trilobite Beetle

Real Trilobite Beetle