Toad

I'm using a subtle tiling detailnormal to break up the highlights on closeup shots and maintain some quality on lower resolutions.

I'm using a subtle tiling detailnormal to break up the highlights on closeup shots and maintain some quality on lower resolutions.

I made the eye using subsurface scattering and refraction in Unreal.

I made the eye using subsurface scattering and refraction in Unreal.

11690 triangles.

11690 triangles.

I wanted to create a creature for one of my portfolio-pieces, and I decided to make one of my favorite animals: the toad.

I used Zbrush to create the highpoly and Maya for the the lowpoly. I then baked it in Marmoset and textured it using Substance Painter. I rendered it using Unreal Engine, and the enviroment assets (except the rock he’s sitting on) are from Quixel.