The hi res model was built first then a lo res version.
Uv mapping came next.
To transfer details, an ambient occlude and normal map were generated from the high polygon model to give the lo poly model the same detail. A defuse map was painted in Photoshop using the ambi occlude as a base layer. The finished texture and normal map were then connected to a shader.
The pix below are of the hi res.
The poly count is super hi 289124 tris:
The poly count is now 2312 tris but the detail is very close to the hi poly model of 289124 tris:
Here is the normal map gerated from the hi poly model.
I had a beagle name butch all the neighbors knew him,cause he barked like a seal! and would walk into their homes looking for me.
He had a scar on his neck from electrodes of a bark arrester that would shock him ever time he barked,but it didn't stop him he would wear out the batteries.
All the neighbors knew me because Butch would always corner the neighbors cats underneath their houses,which is not a big deal except that he would not stop barking.
Sometimes he would have dog nightmares and would bark and run in his sleep while laying on his side.
I would have to wake him up or it would just go on.
One morning i found him in the street torn to pieces. I had to pick up all his bloody pieces. i didn't wear gloves there was blood all over me after i picked up my dog.
I painted him in Mudbox I ended up fixing his feet later.
So i sculpted him in mudbox, retopologize him in Topo gun, andUVmapped in Maya ,then i'll repaint him in mudbox.
I'll build his rig and ctrls in Maya. If i find a dog motion capture i'll take him into Motion builder.