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Bearded Dragon — Realism Study

A personal study focused on achieving photoreal realism of a bearded dragon.
I handled the full pipeline—sculpting, UVs, texturing, look development, lighting, and rendering—pushing realism through micro-details in scales, skin roughness, and nuanced lighting.
Completed over roughly two months.

Special thank to Thanadet Sribandit for composition

Software: ZBrush, RizomUV, Mari, Adobe Substance 3D Painter, Maya

Reference board

Reference board

I started by sculpting a base mesh from scratch in ZBrush. Then I created custom alphas and projected textures in Mari to generate displacement maps, which I brought back into ZBrush for further refinement. After polishing the details in ZBrush.

I started by sculpting a base mesh from scratch in ZBrush. Then I created custom alphas and projected textures in Mari to generate displacement maps, which I brought back into ZBrush for further refinement. After polishing the details in ZBrush.

After that, I did polypainting in ZBrush and exported the model for further work in Substance Painter. I then moved on to lookdev in Maya, where I tweaked various maps in the Hypershade, including albedo, specular,coat,SSS, AO,displacemen.

After that, I did polypainting in ZBrush and exported the model for further work in Substance Painter. I then moved on to lookdev in Maya, where I tweaked various maps in the Hypershade, including albedo, specular,coat,SSS, AO,displacemen.