***Polycount/Density is not representative. I use smoothing groups at render time; and FBX auto-subdivides on export from Maya.
Modeled in Maya, textured in Substance Painter. Felt like punishing myself by modeling a gift bow accurately based on how the ribbon is folded into it’s shape. Was quite a fun learning proccess and I think it turned out much better than I was expecting! See more of my work at shane-oshea.com