Rookie Awards 2024 - Open for Entries!
Real-time Characters
Share  

Real-time Characters

by itayogev on 31 May 2021 for Rookie Awards 2021

After studying 3D animation for a year and half, I have decided to focus my studies on the creation of game assets with a focus on characters. Here are two of my works. I had a great time working on each one and I have learned a lot along the way.

2 1662 0
Round of applause for our sponsors

Armstrong (Real-time)


This is the first Game oriented asset I created.

I wanted to sharpen my skills in creating an asset that'll obey the limitations of a game character: comparatively low poly-budget and reduced texture-set amount.

My artistic goal for this one was imagining a fighting game, such as 'Street Fighter' or 'Tekken', taking place in the world of one of my favorite anime series: "Fullmetal Alchemist".
As my favorite character from the series is Louis Armstrong, I chose him as a representor of the concept.
I have learned tons from the process.

Technicalities:
I used:
-Maya and ZBrush for Modeling and Sculpting.
-Substance Painter and Designer for Surfacing.
-Marvelous designer for cloth simulation.
-Marmoset Toolbag as a render engine.

The asset's polycount is 59K tris and based on 2 texture sets.

Wire-frame and polycont:

I used 2 sets of 4 4K texture maps:

Marmoset Toolbag viewer:

I had to use low res textures as there's a limit of 25MB for an embedded Marmoset Toolbag viewer so it looks a bit crappy 😑
(Use shift + alt + LMB - scroll lights) 

The Pilot


This was my entry for the Artstation challenge Grand Space Opera: Light Age. 

Based on character design by Pablo Sánchez.

I made it in order to get familiar with UE4 and to gain some experience with real-time fur creation.

creating the fur was the most challenging part for me as I had to learn new methods and use new tools to achieve a look I was happy with.
Participating in such a challenge forced me to work strict to a planed schedule in order to meet the dead-line and I have learned a lot during the process.

Technicalities:

I used:

-Maya and ZBrush for Modeling and Sculpting.
-Substance Painter and Designer for Surfacing.
-Unreal Engine 4 as a render engine.
-GS CurveTools and FiberShop for the fur creation.

The asset's polycount is 55K tris and based on 2 texture sets.

I used 2 4K textures: basecolor, normal and AO_Rough_Metalic (in RGB channels of a single map).

For the fur I used ID, Root and Depth maps which I stored in the a 2K space I stole from each map of tile 1. They were used in a hair shader in UE4 that I really liked it’s result. 

Polycount and Normal maps view:

The model is based on “The Pilot” by Pablo Sánchez: https://www.artstation.com/artwork/OodWrv

Thanks for watching! 👋😀


Comments (0)

This project doesn't have any comments yet.