Character developed as a personal project with the goal of researching a potential muscle system for game characters.
Muscle simulation using vertex deformation transferred to the main skin worked for in-software animations but not exported files. The character is fully rigged using a traditional bone system made from scratch and animated.
Normal map details made with 3d sculpt in Mudbox and baked in 3ds Max. Diffuse and specular textures made in Mudbox using 3d painting tools.