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Trystan - 3D AAA CHARACTER OPTIMISED FOR VIDEOGAME
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Trystan - 3D AAA CHARACTER OPTIMISED FOR VIDEOGAME

Mario Gonzalez Alfaya
by DrakonHebi on 1 Jun 2022 for Rookie Awards 2022

Here I show you the process I did to create this character from scratch and optimised it for in game use.

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Hi, I´m Mario and I,m Going to show you my production character, optimised for in game use, fully rigged and with all the maps correctly exported.

The final model is 20K polys, sculpted in Zbrush, retopology in mixed tools (Zbrush, 3DSMax and Topogun), UVs in 3dsMax, texturing and baking in Substance Painter and renders in Keyshot (High Poly) and Marmoset (Low Poly).

I,m gonna show you the final result first so you can see what to expect next, but after that I will be explaining the process of my workflow with this character.

I hope you enjoy!

First, I started doing some concept, because I wanted to do my own original character.

I wandered a lot but ended using the less finished piece because in the end I prefered to have more liberty creating the design as I sculpted.

After I decided which character to do, I started sculpting the model on Zbrush, focusing on the detail and using the better tools to create the exact pieces I wanted. Polygroups, Edge Loops and Deformation were my best friends during this process, specially for the armour. The rest is done by custom alphas and traditional sculpting,

Rendered in Keyshot9.

Then I did the retopology and the UVs to create the Low Poly version and prepare the model for baking. Depending on the part of the model I used automatic Remeshers or manual retopology. I already planned the armor pieces with polygroups in a way I could Zremesher them in a proper and useful way. 

The face was a manual retopology (separated) and the body is baked in one piece with the chest and legs armor so the poly count wasn´t to high.

I did the face retopology with more density than the body because maybe the character in the hypotetical game needed some facial expressions.

The final model has 3 pieces: the head, the body with the chest and legs armor baked, and the pointy parts of the armor.

When the UVs were done, enabling enough space for the chest, face and arms specially because of the detail and importance they have, I started texturing in Substance Painter.

I decided in this case to work with Specular Glossiness for the entire model (not only the skin) because I wanted to get that kind of reflection or double colour in the armour you can only get with the specular and diffuse maps.

I, m gonna show here some renders I did in Marmoset once the character was fully rigged and enabled me to pose it with more ease. 

And here you have some animations imported into the model so you can see it moving around (I also wanted to see him moving and alive I must admit).

I hope you liked the model and my process showing it and thanks a lot for seeing my work!


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