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Real time 3D Character (Mccree + Reaper)
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Real time 3D Character (Mccree + Reaper)

Sergi Viladesau Iglesias
by svigraphics on 21 Apr 2021 for Rookie Awards 2021

Hi, my name is Sergi Viladesau, I'm a student 3D character artist located in Barcelona. I've been studying at Animum Creativity Advanced School for a year and this is the last character I did. I'm almost finished as a sudent and I'm ready to finish my porfolio and start looking for a job.

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Hi, my name is Sergi Viladesau, I'm a student 3D character artist located in Barcelona. I've been studying at Animum Creativity Advanced School for a year and this is the last character I did. I'm almost finished as a sudent and I'm ready to finish my porfolio and start looking for a job.

My Artstation: https://www.artstation.com/svi_designs

Mccree + Reaper 3D Character

Some months ago I found a concept on Pinterest of Mccree + Reaper from Overwatch, I thought it was very cool so I decided to sculpt it as my final project at Animum. This is a real time character of a total of 61k Tris counting all the hair and 37k Tris with no hair.

I can't find the name of the original concept artist so if you know him pls contact me I would love to link him on this post.

Concept: https://www.pinterest.es/pin/43839796362164120/

This character was made using the standard pipeline for videogames. I created a basemesh for it, then I started blocking the big shapes on top. Once that was done I prepared the character to import it into Marvelous Designer. I used Marvelous as a blocking for the clothes as I then sculpted them using what I got from Marvelous as a base. The retopology was done in Maya and the uvs in UvLayout, I decided to bake on marmoset as I had more control for the very close parts of the jacket. With the bake done I used Substance Painter for the textures and the character was almost done.

The hair was different, I used HSD (Hair Strand Designer) to create the hair texture and 3Ds Max to create the planes. To place the hair I used spilines as controllers for the planes.

The eyebrows were made using a plane, extracted from the low poly mesh of the face. I used Xgen to create the hair, then converted it in to geometry and then baked them in to the plane.

For the gun I decided I wanted something that looks good on render, but does not have to be perfect as an individual prop. The main job for the gun was to be present in the final render.

I'm not a gun artist so my aproach was to block it out on Maya and finish it on Zbrush.

Thank you very much If you decided to read everything, I hope I could give some ideas to starting artists and show what I learned this year. I still have a lot to learn and a lot of characters to do. I'm at the starting point of a long journey and I will keep pushing forward.


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