Muscle Mug

The Muscle Mug is a game prop that is supposed to be a bit humorous. The object is being made for a stylized game but has more detail in order to stand out while still fitting the theme. The model was blocked out in Blender and the detail was sculpted using ZBrush and then baked using Marmoset Toolbag to an unsubdivided mesh with 9064 Tris, down from 2.7 million Tris in the sculpt. Photoshop was used to fix minor artifacts in the bake and to enhance the final render.

Final render of the Muscle Mug using iRay and composited in Photoshop. The mug is meant to hit that uncanny valley to throw off the player when they discover the prop.

Final render of the Muscle Mug using iRay and composited in Photoshop. The mug is meant to hit that uncanny valley to throw off the player when they discover the prop.

Grayscale iRay render to see the detail in the sculpt.

Grayscale iRay render to see the detail in the sculpt.

Blockout model from Blender. The general silhouette was created using concepts and reference with detail to be added later.

Blockout model from Blender. The general silhouette was created using concepts and reference with detail to be added later.

The cup portion was imported into ZBrush separately from the handle in order to sculpt using symmetry, with a subdivision workflow to easily keep a low-poly model to bake to later.

The cup portion was imported into ZBrush separately from the handle in order to sculpt using symmetry, with a subdivision workflow to easily keep a low-poly model to bake to later.

DynaMesh was used to combine the pieces with a natural seam for the baking process.

DynaMesh was used to combine the pieces with a natural seam for the baking process.

The low-poly model was taken back into Blender to create a UV map.

The low-poly model was taken back into Blender to create a UV map.

Texel density check to make sure the UV would look correct for the baking process.

Texel density check to make sure the UV would look correct for the baking process.

Low-poly model implemented into Unity for real-time gameplay using baked normals from Marmoset Toolbag.

Low-poly model implemented into Unity for real-time gameplay using baked normals from Marmoset Toolbag.