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Sainik

Lighting + Character Modeling

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Salvation Games (Internship)

This was an internship work for a game company. These would be used as playable characters in a fighting rpg game. I was assigned as a 3D Character Artist with the role of character creation from scratch. This ranged from ideation phase to the final rigged textured asset ready for unity. A sense of mythological element was also to be added to the characters due to the nature of the game. A lot of inspriation was taken from various mythologies such as Indian, Egyptian, Greek, Norse. Although, it was my goal to pick aspects from each and not copy something entirely.

This was a new task for me altogether, as I had never sculpted characters before. The character creation previously done by me were all modeled. I really took my time to perfect the structure of the body in ZBrush to make these characters feel as 'human-like' as possible. I created base meshes for all in Maya, then sculpted on top of it in ZBrush, then bringing it back to Maya for texturing and re-topo. There was an added challenge to export them to unity and also having a limit of 10k polygons per asset. For showcase on portfolio, all high-poly models are shown. Mixamo was used to rig and pose all characters.

Role

Responsible for all aspects

Focus

New sculpting & modeling workflow

Adding a sense of mythology in characters by texturing & adding props

Software

Autodesk Maya

Pixologic ZBrush

Substance Painter

Adobe Photoshop

Mixamo

Arnold Render

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