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Oni Assassin
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Oni Assassin

Arlinka Viljoen
by dragonheart0079 on 6 Nov 2023

Inspired by the Oni from Japanese mythology and the assassins from my favorite game franchise, "Assassin's Creed," I designed this character to inhabit a world of magic and subterfuge.

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Inspired by the Oni from Japanese mythology and the assassins from my favorite game franchise, "Assassin's Creed," I designed this character to inhabit a world of magic and subterfuge. This assassin, driven by a dark past, is unwavering in his quest to avenge his home. Branded as an outcast vigilante, he staunchly defends those who suffer mistreatment and impoverishment at the hands of corrupt societal leaders.

Model Viewer

Please note that I have used fibers to enhance the quality of the renders and experiment with new workflows. The primary hair component incorporates the use of hair cards. It is worth mentioning that without the inclusion of fibers, the polygon count stands at 269,207 triangles.

The creation process

My workflow for this character was different from my normal workflow, involving challenges in creating hair and feathers. Feathers were relatively simple, using alphas and textures I sourced on manually placed cards. Hair was trickier, and an area for significant improvement. I created my own cards using fiber mesh and marmoset baking, then manually placed them using curves in Maya. I added shorter hair for the side of the head, eyelashes, and eyebrows using xGen and ZBrush fiber mesh. This could, however, be better optimized. I aim to explore more complex grooming techniques in the future. For now, a simplistic hairstyle suited the character the best.

Credits for extra resources:

Medieval house h2 (Annielihta): Sketchfab

-Used the building in the renders for atmosphere. I painted over them in the still renders as a stylistic choice.

Marvelous Designer

This was my first time using Marvelous Designer. I had a blast experimenting with new designs. Despite some initial mistakes and opportunities for workflow improvement. My biggest error was not staying with low simulation points until all clothing pieces were in place. Adjusting simulation points for each piece affected software performance even when deactivated. Nonetheless, I was satisfied with the final outcomes, which underwent further modification in Maya and Zbrush.

UVs, Shaders and Textures

Polycount


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