





— PROJECT NAME
Knight
— ROLE
Modelling, Sculpting, Texturing, Grooming, Lighting, Look Development
— SOFTWARE
Mudbox, zBrush, Maya, Marmoset, Marvelous Designer, Mari, XGEN
Here is my first real-time character. This project was developed under the guidance of my mentor, Peter Zoppi. The subject matter was chosen for my continued interest in portraiture, and to illustrate varied surfacing quality.
The armour was modelled inside Maya, with edge creasing. Base detailing was sculpted inside zBrush and further developed inside Mari. The character was built with modularity in mind, where each section of armour could be replaced and or modified.
Mari is my preferred surfacing package due to the Node System and its projection tools. Additional normal detail was built from procedural and tiling textures.
Look development was setup early inside Marmoset for various lighting scenarios.
68, 707 polygons
128, 804 triangles
68, 707 polygons
128, 804 triangles
68, 707 polygons
128, 804 triangles
Face 7806 polygons / 15, 612 triangles
Eyes 3576 polygons / 7152 triangles
This character was built with modern modularity in mind. Each section of armour can be replaced with variations.
Modular Armour Set With 2k Textures
2k, Rectangular Textures Utilized For Facial UV’s
A single 2k by 4k rectangular texture was used for the portrait, granting more resolution for the face.
Mari Snapshot
The Material System was heavily utilized within the Node Graph.
Knight zBrush Snapshot
Mudbox Sculpture Snapshot
I try to develop each subdivision level at a time. My base mesh starts with a very low poly count, which in turn gives me greater control over the initial large volumes.
Mudbox Sculpture Process