I also worked on framestore's batman digidouble and some crowd work
SOFTWARE:
- Maya
- Mudbox
- Photoshop
Something I think is fun to look back on now, is the fact that at this stage in 2007, Zbrush was not a contender for the best sculpting package, due to the high resolution of this sculpt, at the time, mudbox was the only possibly solution. We also regularly updated the topology of the dent mesh, meaning we had to use mudbox's excellent bake with texture map settings, by exporting our previous displacement files and reapplying to the new model to achieve consistency.