Modeling & Workflow
The base sculpt and retopology were meticulously crafted in ZBrush and Maya, ensuring clean topology for high-quality deformation during animation.
Attachments
All armor, weapons, and accessories were modeled with high precision, emphasizing structural integrity and functional design.
Hair
The primary hairstyle was crafted using hair cards to ensure high visual fidelity while maintaining optimal performance for real-time engines. For the eyebrows, I utilized Blender’s Particle System to achieve a more natural, fine-detailed look.
Optimization
The character sits at 108,358 triangles, balanced to provide high-detail silhouettes while remaining fully animation-ready.
UVs & Texturing
To maintain a strict, game-ready performance budget, the project utilizes 8 UV layouts and is textured exclusively with 2K resolution maps.
Materials
The look development features Subsurface Scattering to achieve realistic light penetration on the skin, enhancing the overall cinematic quality.