In the past, some people have had concerns about why my high resolution samples are chopped into pieces. My work philosophy is pretty much this: the real time, low res, in-game model is king. The high resolution models are pieces helping me generate the end product. Like the techniques used for generating the color and specular textures. With the high resolution sculpting portion of my workflow, I've adopted chopping the model into several pieces depending on factors such as where materials clash, how the anatomy is structured and what will allow for the least UV deformation. The side benefit also being that my poor old work machine can't keep up with a full body sculpt with as much detail as I can get away with the parts method.

I'm also not against other methods of doing things, this is just the method that works with my limited resources.

Zombie Wrassler: Traditional
One of two undead wrestling characters, originally meant as antagonists to a lucha libre hero. This one wears traditional tights and head gear.
Splat
A small, mutated human creature bound by ropes.
Zombie Wrassler Manager: Devil version
Female manager for Cowboy Zombie Wrestler.
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