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