Witcher 3D Character [Real Time]
Witcher 3D Character [Real Time] Witcher is a real-time 3d character based on the concept by Rostyslav Zagornov that I've been working on for the past 9 months as a way to learn the 3d character pipeline for video games.
Witcher [Real Time] 3D Character
Witcher is a real-time 3d character based on the concept by Rostyslav Zagornov that I've been working on for the past 9 months as a way to learn the 3d character pipeline for video games.
It started as just an anatomy practice and then I built upon the base mesh and 1800+ hours later, a real time character. Most of that 9 month period was spent learning all the software used in the pipeline and lots of troubleshooting.
The goal was to create a real-time character (not really focusing on optimization) I just wanted something cool therefore a low Tri-count, game ready mesh wasn't my target.
- Zbrush was used for all the sculpt work
- Maya for Retopology
- R3DSWrap and Normal were used to transfer textures and topology.
- RizomUV for the UVs.
- MarvelousDesigner for blocking out the clothing.
- SubstancePainter to texture.
- Photoshop to clean up the textures from Substance Painter.
- Xgen was used to create the hair textures, and GSCurveTools plugin in Maya to place the Hair Cards.
- Rendering (as well as baking high poly to low poly) was done in hashtag#MarmosetToolbag4 with Raytracing turned on and using the ACES color space.
- PureRef was where all my reference lived.
There's still lots to learn and a long way to go as you will see (have seen) in the renders but hey, at least I finished a project!
Concept Artist
Rostyslav Zagornov - [attemme.artstation.com]
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