Instead of waiting until mon. to update... I'm just going to update this as new assets are done. All of which are part of the main character. When the whole thing is done. I'll post some beauty shots. The bag is shoulder satchel that is made out of leather. Software used: Maya, Mudbox, Headus, Photoshop, xNormal, and CrazyBump.
This one was a little bit of a crazy process from start to finish. The original bag that I made was fully functional-- meaning it could be opened and closed. I talked to our animated and asked if he ever wanted to included some type of animation of the bag being "used"? He said no-- so I optimized the mesh; probably cut the poly count in half. Then brought it into Mudbox for sculpting and painting. The defuse map is 99% painted by hand in Mudbox-- with a final layer of grunge added in Photoshop. Lastly I added a 3D paint layer from Maya to add some darker occlusion around the metal parts.
The Normal maps, where made in Mudbox as well-- kind off. The Mudbox map extraction was much cleaner then the one generated in xNormal. A second normal map was generated in CrazyBump using the diffuse channel. The final normal map is combination of the two, with clean up. The ambient occlusion map was generated in CrazyBump using the normal map. The convexity map was generated in xNormal, also using the normal map. The final diffuse was made using the color map painted in Mudbox with the AO and convexity maps layered on top. The final poly count on this asset is 2982 tris.. wall of text:) now some pics.