Rookie Awards 2024 - Open for Entries!
Final Year Character Models
Share  

Final Year Character Models

by MatthewMallinson on 1 Jun 2022 for Rookie Awards 2022

A collection of characters I created in my final year at Uni. All the characters are presented in UE4. They are still missing their haircards for the time being and I will update this later. I learnt so much creating these characters and look forward to applying what i've learnt to something new and improve even more.

5 740 0
Round of applause for our sponsors

Final Year Projects


Project 1:

I wanted to create a realistic game ready character and push myself to learn new industry standard software such as Marvelous Designer and XGen.

I took insipration from the asthestics of Rainbow Six Siege and the workflow of the Battlefield games. I used these as a guide for a character I wanted to make.

I practiced making hair in Maya using haircards created with XGen, as well as following Marvelous Designer streams to get an understanding of the software and become more compfortable using them.

Once I felt more confident with the programs I gathered reference images and began to create my model.

I created clothes in Marvelous Designer then imported them to ZBrush to add more detail. All the modelling was done in ZBrush.

I moved the model to 3DS Max to do the retopology and UV mapping.
I sent the models to Substace Painter to bake the model and begin texturing. The texturing was done on 2k maps.
Using XGen in Maya I created a haircap.
And added it to the model. I put the model in UE4 to take screenshots. The eye material used is from Epic's Digital Humans project and the UE4 scene the screenshots are taken are also from the same project.

The pose for the character was created using Mixamo.

Project 2:

I took inspiration for this character from games such as Hellblade: Senua's Sacrifice, Ryse: Son of Rome, Assassin's Creed Valhalla and fantasy/medieval images.

I created a concept from mashing together my reference images in Photoshop until I settled on something I liked.

The entitial plan was to creat something realistic again. I had a skull mask the character would be wearing and it looked off. I used reference from DOOM and tried to make the skull a bit more stylised and evil looking, It started to look much more appealing so I went all in on it.

The model was sculpted in ZBrush, with the skirt piece being blocked out in Marvelous Designer.

I also modelled the face of the character since you could see through to the face in some place of the mask.

I retopped and unwrapped the model in 3DS Max.
The texturing was created using 2k maps. I also made heavy use of the alpha channel to created the wear and tear on the skirt.


Project 3:

I wanted to create something not human and more like a creature, but ultimately settled on making a werwolf.

I had it set in my mind that I wanted the werewolf to have skin visible streching across the body as I thought the body builder look didn't seem right. I was inspired by the werewolf from The Witcher 3 and a model created by Flipped Normals, with taut skin.

The sculpt and skin detail was done in ZBrush using alphas from Pixologic and edited default brushes.

The retop and unwrap was done in 3DS Max.

I polypainted the model in ZBrush to concept the texturing of the wolf and get an idea of what sort of colours I wanted.

Comments (0)

This project doesn't have any comments yet.