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Real time Characters and Props
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Real time Characters and Props

Luca Cavallari
by LucaCavallari on 8 May 2023 for Rookie Awards 2023

Hello everyone, I'm pleased to show you my journey in learning how to create characters and props for video games

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Raistlin Majere

The character I'm most proud of at the moment.

As soon as I saw Luca Rovelli's concept (https://www.artstation.com/artwork/VdLNaZ) I fell in love with it and decided that I had to create the real-time character.

During this project I was able to learn several things, the biggest challenges were the haircards that I used for the first time, the cloak, and making the eyes credible with the particular hourglass pupils.

Raistlin body and equipments are 56 K triangles, haircards are 20 K triangles.
All texture maps are 2K, except for the face ones which are 4k. 

For the haircards  I used Xgen and baked the textures in maya, prepared some quads stripes and then moved to zbrush for manual positioning.

Buck

Buck is a stylized realtime character based on a CreatureBox concept (https://www.instagram.com/p/Bdsv4lwFuGp/)
In this project my goal was to test the animation with mixamo and use it inside Unreal Engine 5

Buck body and all equipments 34,8 K triangles total.
3 materials with 2K texture maps.

Daishō

I started this project to improve my hard surface modeling and my texturing skills.

Each couple of sword and scabbard is 3.7K triangles.
One material with 4K texture set.

I had fun creating the Tsuka Ito in high poly using ZModeler and MicroPoly as seen in the great article of Laura Ramirez ( https://gamesartist.co.uk/niten-ichi-ryu/ )


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