Permanent teeth of an adult human. Clean topology, only quads, no poles, only 5-ray "stars" at maximum. By the way roots took around 4500 polygons. The insides of the cheeks took about 170 polys. Mapping with well-planned seams. The tongue is a separate object, gums and throat are continious. Subdivision was used for rendering. Textures uploded in PSD format with layers for fine-tuning if needed. ZTL model included.
Two LODs for the teeth - one HD with roots, separate maps for upper and lower, another - LD both with and without roots, one set of maps for both upper and lower.
Hate taking photos for textures, so everything is hand-painted.
Rendering was quite boring and time-comsuming - all those cross-reflections in the teeth and gums, since they are in the open and not in a mouth. Had to keep enough subdivs and max ray bounces to have good images. And avoid noise, off course.
Native | 3ds Max 2015 | V-Ray 3.40 ZBrush 4R6 | Other