



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.
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.




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)