Sculpted and modeled in Blender, textured in 3D-Coat and Blender, hair groomed in Blender and exported to Maya, everything rendered in Guerilla Render via Guerilla for Maya. Post in GIMP.
Not directly, no. I wrote a script called BlenderToMaya that writes hair systems to a file, and the Maya side of the script reads that file and creates a NURBS curve for each hair, rebuilds the curves, and groups them for easily selecting and assigning to a hair system.
@Petrosfera - yeah, I feel ya. I suppose I should have gotten more feedback while I was working on the materials. I’ll post in the WIP forums next time around.
Great Work! I really like the light behind his left hand. Also, really good job on the fur, it something that is hard to pull off and I think you have done it really well.
@blue box - I have heard of that series I’ve never read any of them, but I can imagine why this character would remind you of it.
@hokslol - The particle systems were originally just hair systems in Blender that I combed and cut. I exported the hair particles to Maya as NURBS curves so that I could transfer them to Guerilla and use the curves as hair guides for hair and fur procedurals. Then I had to paint B&W maps for length and density to use on the hair/fur procedurals in Guerilla to keep the interpolated hairs from intersecting the arm bands and belt.
@abhimanyu - I mostly painted the textures in 3D-Coat, tweaked them in GIMP and Photoshop, and baked a lot of normal, ambient occlusion, and displacement maps using xNormal and Blender.
Again, thank you all for the comments and kind words