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ADVENTURER

An adventurer type character that I modeled in Maya and whose details I used Zbrush to sculpt. Unreal Engine 4 is used here for showcasing. 

For smaller details like the tags and bracelets I used parts of the main textures, so I can add a little bit of more variation without needing new resources. 

He is consisted of 42.000 triangles. 

view the model on Sketchfab

ASSASSIN

A hired assassin type female character, modeled in Maya and sculpted in Zbrush.

I wanted to use the same texture for the clothes and shoes and accessories so I used a "pack" map to dictate regions in the uv map of different values of metallic and roughness in the shader used for those in UE4.

She is consisted of 23.000 triangles.

 

view the model on Sketchfab 

RIGGING / SKINNING

Here is a showcase of rigging and skinning on a older character that I made and is featured on my older portfolio. (eliastsirides.wixsite.com/portfolio)

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