This character came out of some sketches I had done 2, maybe even 3 years ago. This year had me doing things other than 3D modeling so I figured I needed to come back with a vengeance and this concept looked like it would work.
He clocks in at 37,402 tris, which is on the heavy side. However he was never intended for mobile, though I would like to try a down-resed version of him. I wanted to make something that looked like it could be on a current gen console. Additionally; I’ve found that in the past I’ve had a tendency to sometimes ‘under-model’ in an attempt at an efficient polycount, so I spoiled myself this time around.
Process-wise; I created a bunch of base meshes in Maya to bring in as Zbrush subtools. I nearly lost a hand sculpting all the dress skin wrinkles but I think it paid off. I then retopoed the decimated Zbrush subtools with Maya’s Modeling toolkit, and used a combo of XNormal and Maya’s transfer maps to get the normals. I used Quixel dDO for the first time to texture this model, which was a huge time saver, and also quite cool since it was my intro to PBR rendering.
Concept sketches
Marmoset 2 Renders. The altar he’s standing on was just a repurposing of his arm and a few cylinders for the stone areas, and a quick Zbrush sculpt for the candle. textured in dDO as well. I think the whole base was done in one night while I was waiting for my internet to start working again.
He had 3 separate materials; Dress, Torso and Misc garments