
This project involved:
High-Poly Sculpting in ZBrush: Creating the detailed form of the creature, focusing on accurate human anatomy for the body and capturing the unique shapes and textures of a frog’s head. This included sculpting skin details, wrinkles, and amphibian characteristics.
Retopology and Low-Poly Modeling in Maya: Rebuilding the high-poly sculpt into a lower polygon count model suitable for animation or real-time rendering, ensuring proper topology for deformation.

Challenges and Solutions
Seamless Integration of Head and Body: Ensuring the frog head looked natural on a human body required careful consideration of the neck and shoulder area.
- Solution: I focused on a smooth transition, adjusting the scale and proportions of the head to complement the body. I also sculpted subtle features like a slightly wider neck and collarbone area to accommodate the head’s shape.
Maintaining Anatomical Accuracy While Incorporating Stylized Features: Balancing realistic human anatomy with the stylized features of a frog’s head (wide mouth, bulging eyes) was crucial.
- Solution: I used anatomical references for the human body and studied various frog species to understand their unique characteristics. I then iteratively sculpted the head, focusing on key features while ensuring they integrated cohesively with the overall form.
Skills Demonstrated: Character Design, Creature Design, Human Anatomy, Retopology (Maya).
