|Real Time Game Character|
A full character for use in a real time game engine, rendered in Unreal 4.
I created this to improve my skills and workflows, with the intention of being a high standard. It was a fantastic learning experience and I would have done several things differently, but I am fairly happy with the end result.
You can grab the Working Source and UE4 Project here! https://codyalday.gumroad.com/l/bidjai?
Hopefully this can be helpful to artists to explore and lookover the project.
Sculpted in Zbrush with some parts hard surfaced modeled in 3DsMax.
Textures in Substance Painter, including the skin.
Tattoos hand painted and sourced off google, as well as utilizing MidJorney to generate some dragon tattoos.
| Technical |
250k tris for Character - 3 Skin texture sheet for body - 1 Texture set each for eyes, hair, accessories, clothes. A lot of liberties where taken with try count, some areas could be further optimized, such as using a lower LOD mesh for the base body.
Unreal Skin Shader setup to take advantage of detail normal maps along side masking for high frequency spec masking and roughness highlights. Mask zones for roughness and colour tweaks dynamically.
In Editor Fly Through