![Angel Hunter](https://d3stdg5so273ei.cloudfront.net/JanVanLoon/2024-05-22/049686/1400xAUTO/ImageShotSeq-JanVanLoon-crop.0010%2Bcopy.jpg)
Angel Hunter
![Jan van Loon](https://d3stdg5so273ei.cloudfront.net/JanVanLoon/2024-05-20/728662/50x50/Logo2-JanVanLoon-crop.jpg)
Hey! My name is Jan van Loon and I am on a journey to become a character artist for games. Thank you for checking out my project and hope you enjoy! https://www.artstation.com/janvanloon
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Angel Hunter
I'm excited to share my game character with you! This project was my mentorship project for Think Tank Training Centre Online.
Huge thank you to Konstantin Gdalevich for being my mentor for this project!
https://www.artstation.com/shamansh
It is based on the concept art "Angel hunter" made by the amazing artist Josefine Rosenlind.
https://www.artstation.com/artwork/8wOWmQ
References
Before starting on the character, I took some time to collect reference pictures and put them in PureRef. I looked mostly for pictures of anatomy, forms of objects and close-ups of materials, which will help me create more realistic results when I'm sculpting and texturing.Blockout
Then I started on the character itself!The first step was to create a blockout in Zbrush. The main point here was to figure out the size, position, proportions and forms of the objects. This made the high poly phase simpler and quicker.
![](https://d3stdg5so273ei.cloudfront.net/JanVanLoon/2024-05-23/711810/1400xAUTO/BreakdownBlockout-JanVanLoon.jpg)
High Poly
The high poly was mostly made in Zbrush. This phase was probably my favorite, because I got to stray away from the concept a little and get creative. I tried to make all the objects more interesting by adding things like patterns on the belt and fingers, extra lines and bevels to break up the light and extra seams to break up big surfaces of cloth. In this phase I also added the folds to the cloth, simulated the capes in Marvelous Designer and added the skin detail with R3DS Wrap.![](https://d3stdg5so273ei.cloudfront.net/JanVanLoon/2024-05-23/375401/1400xAUTO/AllAngles-JanVanLoon.jpg)
Low Poly
The low poly was made in Maya, mostly with quad draw. The tri-count is 99897.![](https://d3stdg5so273ei.cloudfront.net/JanVanLoon/2024-05-23/788692/1400xAUTO/LowPoly3-JanVanLoon.png)
UVs
The UVs were done in maya. I focused on making sure I got the biggest texel density possible, while keeping the texel density the same across all objects, except for the face. They are also all rotated the same way as they are in the viewport.![](https://d3stdg5so273ei.cloudfront.net/JanVanLoon/2024-05-23/128544/1400xAUTO/UVs-JanVanLoon.png)
Textures
I started the texturing phase with making a base layer, so just a color, base roughness and a simple height pattern on the cloth, so no details. Then I added a layer using gradients to break up the colors, so it would look more interesting. After that I added a layer for sun discoloration, a layer for damage and a layer for dirt and dust. Then I took the character into Unreal Engine and started tweaking the textures based on how it looked in Unreal Engine.![](https://d3stdg5so273ei.cloudfront.net/JanVanLoon/2024-05-23/311941/1400xAUTO/Material-JanVanLoon.png)
Unreal Engine
Watching the character come together in Unreal Engine was awesome to see. I first created some simple shaders and added the textures. Then I added different cameras for different shots, all with their own set of lights. After that I animated the halo and made the turntable effect. Then it was time to render. Of course, I had to re-do the renders a lot of times and tweak something every time, but in the end I am very pleased with the result!![](https://d3stdg5so273ei.cloudfront.net/JanVanLoon/2024-05-23/041270/1400xAUTO/UnrealEngine-JanVanLoon.png)
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