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Hunter Character Videogame - Modeling, Sculpting, Mapping UV, Texturing, Rigging and Animation

This is my first character for videogame. I follow all workflow of videogame: base modeling in Maya, sculpt the high poly model in ZBrush, retopology in Maya to get the low poly version, mappin UV in Maya, baking in XNormal to get Normal, ID Color and AO maps, texturing in Substance Painter, and setup, skinning, rigging and animation in Maya. I wanted to model a hunter of the forest. The technique I used to model the base was to create the main loops and then filling the gaps.

Base Modeling to export to ZBrush

Base Modeling to export to ZBrush

High Poly_Muscles

High Poly_Muscles

High Poly_Character

High Poly_Character

High Poly_Head

High Poly_Head

High Poly_Cloth

High Poly_Cloth

High Poly_Shoes

High Poly_Shoes

Retopology

Retopology

Retopology

Retopology

Mapping UV

Mapping UV

Baking

Baking

PBR Texturing

PBR Texturing

Custom Rig of character

Custom Rig of character

CycleWalkTurntable_Compositing

CycleRunTurntable_Compositing

CycleJumpTurntable_Compositing

CycleBreathTurntable_Compositing

CycleGreetTurntable_Compositing