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Game-Ready Scavenger

This is a character I created under a 2-week brief, focusing on realism. The character was sculpted in ZBrush and then made game ready, rendering in UE4 for the final images. I also learnt to use Marvelous Designer for this project, which definitely helped my clothing workflow. I think the clothes are definitely my best so far!
I created my own trim sheet too for the feather, zips, necklace chain and barbed wire. The textures consisted of two 4K sheets for the clothes and skin and two 2K sheets for the Accessories and hard surface pieces (pictured above) and a small trim sheet.
Through this project, I learnt a lot about realism, clothing and optimising for engine as well as planning and time management.

Face Render: I was inspired by police gas masks and tried to make sure the mask had functional detail. I added the feathers for camouflage over two cloth layers, one to hold the feathers and one for camouflage.

Face Render: I was inspired by police gas masks and tried to make sure the mask had functional detail. I added the feathers for camouflage over two cloth layers, one to hold the feathers and one for camouflage.

Back Render: I based the tank off a fireman's oxygen tank and wanted the holder to look like welded copper pipes.

Back Render: I based the tank off a fireman's oxygen tank and wanted the holder to look like welded copper pipes.

Front Render: My character wears a thin, rain jacket and his feathers are weaved into a netted sheet, based off those found in product packaging. He is a scavenger after all!

Front Render: My character wears a thin, rain jacket and his feathers are weaved into a netted sheet, based off those found in product packaging. He is a scavenger after all!

Hand Render: I wanted my character to look like he has been in a recent fight, hence the bloody knuckles. Texturing the hand was fun and I tried to add undertones to the skin for extra realism.

Hand Render: I wanted my character to look like he has been in a recent fight, hence the bloody knuckles. Texturing the hand was fun and I tried to add undertones to the skin for extra realism.

This is the hand sculpt I created for this character.

This is the hand sculpt I created for this character.

The high poly sculpt in ZBrush.

The high poly sculpt in ZBrush.

This is the jacket I created. I made the base design in Marvelous and, although it is my first marvelous attempt, I'm happy with the result. I added the embellishments and cleaned it up a bit in ZBrush.

This is the jacket I created. I made the base design in Marvelous and, although it is my first marvelous attempt, I'm happy with the result. I added the embellishments and cleaned it up a bit in ZBrush.

The low poly mesh, game-ready and optimised for engine.

The low poly mesh, game-ready and optimised for engine.

Base colour maps: Clothes, body, accessories and hard surface respectively.

Base colour maps: Clothes, body, accessories and hard surface respectively.

Normal maps

Normal maps

Occlusion, Roughness and Metallic maps pre-packed for engine optimisation.

Occlusion, Roughness and Metallic maps pre-packed for engine optimisation.