MF Doom Mask Model & Animation
This is two different day projects. First I modeled the mask in Zbrush as a displacement exercise for RedShift. I wanted to see how low I could keep the poly count and make up the detail the displacement map. My final base mesh is 1552 polys while at my highest sub-div I was up around 1.6 million poly. Redshift does a great job keeping the high-res details intact.
The second part of this project was a simple material transition particle effect made in X-particles.