Elf Commander Onneisha - Real-time Character.
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Elf Commander Onneisha - Real-time Character.

Julie Beliveau
by juliebeliveau on 31 May 2019

This is my first ever fully completed real-time character! I joined up with Game Art Institute's August 2018 bootcamp where I first started really heavily learning about the asset creation pipeline for games. For my concept I chose Onneisha from Kings of the Realm, art by Grafit Studio.

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Update - 10 Jun 2019

Hello everyone! 

Since my finalization of Onneisha I have had the honor of doing a Interview/Breakdown with 80lvl. 

You can find the article here: Crafting a Real Time Elf Character in ZBrush

As well as on my portfolio on Artstation: 80lvl Interview/Breakdown - Elf Commander Onneisha

I hope that this breakdown helps those looking to get started in 3d, and if anyone has any questions, please do not hesitate to ask! I will do my best to help. 


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Update - 11 Mar 2019

This is my first ever fully completed real-time character!

I joined up with Game Art Institute's August 2018 bootcamp where I first created my Gunpowder Horn and started really heavily learning about the asset creation pipeline for games. I work full time in Maritime Simulation and between work and my personal life I managed to get my first real-time character done.

For my concept I chose Onneisha from Kings of the Realm, art by Grafit Studio.

While the concept is pretty stunning on its own, I did incorporate some of my own design into the character, particularly changing up the chest plate, back plate and duster. I kept her style mostly the same, but called upon more typical 'elven' styles. I've also included renders of my swords, which are each 7,378 in tris.

For the character, while its not the most detailed character out of Zbrush I wanted to see how far I could push this in Substance Painter, even with going as far as purchasing some Texturing XYZ packs and placing them by hand in SP and further modifying the texture sheets in Photoshop.

For the hair I used Xgen, which I then turned to hair cards and used 3ds Max to attach via WSM Path Deforming Splines.

I learned so much from this project, and I look forward to pushing beyond what I accomplished here.

Rendered using Marmoset Toolbag.

A huge thanks to:

Game Art Institute - Character Artist Bootcamp

My mentors: Marcin Klicki & Ryan Kingslien

Most Importantly: Fareed Nagy William for helping me solve a lot of technical issues, being a trooper and great friend! GOSH THANKS.

Rene-Pierre Audet for also letting me bounce knowledge and ideas off of him and Tomas Tagesson for the amazing lighting crits.