Iggy was created by starting the sculpt from a base mesh in ZBrush. After the sculpt was finished, I retopologized the sculpt in Silo. UV’s were unwrapped using Silo’s algorithmic unwrapper and 3Ds Max. Textures were done using Zbrush, Photoshop and 3Ds max.Renders were done in Maya with a basic 3 point light setup. I really enjoy pushing the usefulness of the normal map by optimizing the polygon count.