I created this character for a talk I did on ’3D Characters for Games’ at CG Extreme 2013 in Rio de Janeiro. The video below shows how I created the character from a simple sphere to final real-time render in Marmoset Toolbag.
The Character is available in Unity3D in the Asset Store.
The final character is about 20.000 triangles/faces and uses Diffuse, Specular, Normal and Tessellation map. Created using ZBrush, 3ds Max, Photoshop, xNormal and Marmoset Toolbag. Total work time was around 75 hours.
The design is based around my own ideas and was mostly developed while I was modeling. An Undead King that is very old and mummified. Ancient hand made armor and old rags.
The workflow is relative simple. First I create a high polygon character, add as many details I can within reason and then use polypaint to color the geometry. When the high polygon character is done I build the low polygon character that will be rendered real-time on top of the high polygon character. Unwrap the UV Coordinates in 3ds Max and ZBrush and use xNormal to bake the textures. Rig the character and export to Marmoset Toolbag.
The ancient magical armor will glow when the king is angry. Effect was done using an emissive texture map.
Thanks for reading.