Iffit - Animated Character Model
Made using high-to-low poly workflow
Tri count: 13,856
Made as an art fight attack for my good friend Scrib! I wanted to bring his creative avatar to life, as well as capture some of his more nebulous qualities. Taking just 10 days, this is my fastest model (of decent quality) to date :D Good practice with the high-to-low poly, zbrush-to-game-engine pipeline, and a fun chance to experiment with some new techniques too! It's not 100% perfect but god did I try.
I learned a lot of new skills for this one! A little rundown:
-Projection in Zbrush
-Integrating fluff/fur into sculpts, also Zbrush
-Using animation layers in 3dsMax
-Sequencer setup/use in UE4
-Using UE4 blueprints to create triplanar and screen space textures (triplanar didnt work out right so scrapped it)
-Video editing
All in all, many, many hours of work. I'd estimate upwards of 40, though a lot of that was faffing with little bits and troubleshooting. Worth it though! The hardest part was definitely not being able to show my friend until it was done!
My process:
Zbrush blockout and sculpt
Retopology + "unwrap" in 3dsMax
Rigging and skinning, also in 3dsMax
Texture creation in Sai
Setup of scene, creation of screen-space starry effect, and capture in UE4
Additional turnarounds in Marmoset Toolbag 3
Video editing in Kdenlive
Final render in Unreal Engine 4. Screen-space uv mapping was used for the starry effect. Captured using a camera sequencer
Animated turnaround with wireframe, rendered in Marmoset Toolbag 3
T-pose turnaround with wireframe, rendered in Marmoset Toolbag 3