BoneMech
2008

I created BoneMech to further my knowledge of Z Brush 3.1 and to create an "Alien" space fighter of some sort.

I wanted to create an organic yet mechanical design that would rely heavily on Subdivision Approximation and Normal maps when it comes down to final render time.

I modeled BoneMech in Maya as a base mesh and then imported it into Z Brush to texture and sculpt.

BoneMech is a work in progress and is completely experimental. It is very rewarding when it's not freezing my workstation.