Using the reference sheet, I jumped straight into ZBrush and began blocking out the body. This relied pretty heavily on the move topology, standard, and dam brush.
I built up the areas around the face to create the tufts in the design, and etched out an outline.
I worked in the finer details, using dynamesh to be more precise.
I then created another subtool using a cylinder which I scaled outward and angled with the move topology tool.
I then extruded out another ‘arm’ . When this was done I merged the main body and wing branch subtool together.
I brought it into maya to block out the wings using a stretched out cube to add more depth as opposed to a plane.
ZRemesher- lower poly as maya was struggling to process this.
automatic uv due to zbrush-maya workflow for companion
Here I was having too many issues with UV Unwrapping the companion and it not exporting into Substance Painter. This is when I decided to re-evaluate my approach.