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Witcher 3D Character [Real Time]
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Witcher 3D Character [Real Time]

David Kuria
by vuveeh on 24 Apr 2024

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.

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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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