Tōrō - stone lantern

Using Substance Painter I could easily gauge the look of the mossy areas, before scattering Megascans moss on top with XGen.

Using Substance Painter I could easily gauge the look of the mossy areas, before scattering Megascans moss on top with XGen.

Base Mesh with Displacement & Normal Maps.

Base Mesh with Displacement & Normal Maps.

highres sculpt for comparison with below. Note the sharp edges get lost e.g. the damaged corner

highres sculpt for comparison with below. Note the sharp edges get lost e.g. the damaged corner

3 subdivisions with autobump seems to be sweet spot. But still not happy with the overall softening & bloating.

3 subdivisions with autobump seems to be sweet spot. But still not happy with the overall softening & bloating.

Testing different subdivision settings for the displacement map.

Testing different subdivision settings for the displacement map.

Sculpt vs base mesh.

Sculpt vs base mesh.

Damage pass in Zbrush - mostly alphas, trimed edges and a bit of NoiseMaker.

Damage pass in Zbrush - mostly alphas, trimed edges and a bit of NoiseMaker.

Base Mesh

Base Mesh

Rather than trying to model the legs in maya, I just used booleans in Zbrush with simple shapes and zremeshed the result.

Rather than trying to model the legs in maya, I just used booleans in Zbrush with simple shapes and zremeshed the result.

Blockout

Blockout

Tōrō - stone lantern