Dragon spikes - 3dsmax or mudbox

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  03 March 2013
Dragon spikes - 3dsmax or mudbox

Hi guys,

I'm in the middle of modelling a dragon head. I am using this as a reference: http://paizo.com/image/content/Rise...Dragon-Gold.jpg

I will then proceed onto the body.

My question is:

Should I model the dragon spikes as you see on his face in the reference image, in 3dsMax, or in Mudbox later? I do want this dragon to be eventually skinned and rigged, so wasn't sure if i should add the geometry for the spikes in 3dsMax, then take it into Mudbox? Or just leave the spikes out of 3dsMax and add them fully in Mudbox? But not sure if it would work because i want it animated later?

Or can anyone think of any suggestions?

Thanks a lot! : )
  03 March 2013
You'll definitely want those spikes in the Max model. Anything that majorly effects the silhouette of the character should be in the base mesh; Mudbox detailing should be limited to scales, cracks, wrinkles, and the like.

Alternately, if you did model the horns in mudbox, you could go back and retopo them in order to make a new basemesh.
  03 March 2013
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