(September 2020)
A semi-stylized Wolf/Dog Mask inspired by a variety of video game and real-world masquerade-esque designs.
Modeled and rendered in 3ds Max (Arnold), finished with semi-realistic PBR textures from Substance Painter using a high- to low-poly bake-down workflow.
The mask was intended to be a Hero Prop that would be featured closeup in-engine (Unreal) and consists of just under 8k quads (16k tris). Admittedly, looking back, had I possessed the better understanding of topology that I do now, I could probably have cut the poly count to around half and still maintained nearly the same level of quality (possibly why there is no wireframe view in this presentation). Oh well, at least I know better now. Live and learn.