'Call Me V'

Modeling/Texturing

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'Call Me V' is a very interesting project/commission, as this character was designed specifically for an upcoming game. As the 3D artist, my main task was to design the character, model it, retopologize the model and rig it for the game.
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I started my process by creating the character within Zbrush. This is quite an interesting experience for me since the studio only gave me a brief description on the type of game that they are planning on creating and ask me to create a character that might fit the world. Within this step, I also get to use Marvelous designer for the first time. It allowed me to create realistic clothing in a shorter amount of time, which greatly improved my overall workflow.
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After having the character finished, I exported it into Maya for retopology using make live tool and draw quad tool. I was able to lower the poly count from 4 million to around 60-80k. Similar to many games, I used a normal map to keep the details that were on the high-poly model. After having the model finished, I imported the model into Substance Painter for texturing. This is probably the most fun part for me as texture really changes the character's personality. After completing the texturing phase, I imported it into Mixamo for a fast rig. I used Maya again to paint skin weight and fix upon the deformed rigging parts. Lastly, I used the warp tool on the long coat to make sure that the coat is deforming similar to the skin. Overall, it is a huge project for me, as I was able to learn a lot during the process. I am thankful for the opportunity that was given to me and appreciate the large range of freedom that was provided. The whole project took around 10 days to complete.