This project involved using Z-Brush to poly-paint a model of an alien head that was provided for us. Once painted in Z-Brush it was exported as OBJ files and used to make a low-poly version of the mesh look high-poly in Maya.
This is the diffuse map for the head once it is UV unwrapped. I shaded it using a graphics tablet in Z-Brush.
This is an Ambient Occlusion map I generated in X-Normals. I overlayed it onto the diffuse map to help improve the look of the final render.
Above are two normal maps I generated for my model. On the left is one I made from my diffuse, it gives a lot of fine detail on the skin. On the right is one I made from the high-poly model in Z-Brush, it provides most of the larger details.
This is the final normal map I applied to my model. It is made up of both the normal maps I generated overlayed on top of one another.
This is the specular map for the head. It is mostly dark due to the skin not needing to be too shiny. However the teeth and spine are much lighter so they reflect more light in the render.
In order to make the diffuse texture for the eyes I used a graphics tablet to draw with Photoshop, allowing me to achieve a realistic iris effect with multiple colours of similar tones. The specular map for the eye is very bright, since I wanted the eyes to appear very shiny compared to the rest of the head.