I started with the human base mesh that comes in Mudbox and began by pulling out the face to create a beak. I figured I could leave the face fairly basic as you wouldn't really see it that up close in the final product. I worked with making the mesh more feminine by bringing in the waist and pushing out the hips and chest. I then connected to Maya and deleted everything below the waist and extruded the edges down to create a base mesh for the skirt by adding edge loops and blocking out the basic shape before going back to Mudbox.
In Mudbox I did more fine sculpting for the skirt to get the right shape and to make it look like it was sitting on her body before flaring out.
For the sleeves I pulled the wrists of the statue out as much as I could to create billowing sleeves and in Maya I deleted the hands before I retopologised the mesh.
I then moved to creating the hood and after that I unwrapped it and textured it ready for to be put into unreal for the exhibition.
The statue looked very basic so after another WIP I decided to get into Mudbox and sculpt more detail onto it and export that detail as Normal and AO maps. The sculpting too me a whole day and after that I had to re-unwrap the statue which came with many problems.
I had to make strategic cuts in the UV's so that it wouldn't leave big obvious seams and I also had to be very careful with the texturing which meant I had to constantly go between photoshop and Maya to make sure what I was painting looked right on the model.
The Normal and AO maps created by Mudbox weren't perfect so I had to take them into photoshop and fix all the problems with it which took me the better part of two hours to do.
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