This week I finalized the sculpt and created the fins on the dragon in Maya. Then I retopologized, UVed, and then baked in Substance Painter the entire model. The lowpoly version ended up being 11.4k tris- I added more edge loops in places I noticed obvious faceting, or in areas that needed more support, even though I'm sure I could have pushed it lower.
Next week I will be texturing the model to match the reference and taking nice renders in unreal engine.







