Killjoy
3D character study from Riot’s VALORANT
Click any image to expand.
Final renders taken in Adobe Substance 3D Painter.
A semester-long project for my 3D Character Production class, in which we selected from three existing character options chosen by the professor, Brian Salisbury. Under his instruction, we took our characters through the pipeline of high-poly sculpting, retopology, unwrapping UVs, and texturing.
Main reference image used — found on Reddit, posted by u/Afraid-Suggestion-39. Source here.
High-poly sculpt in ZBrush
Prior to this, I had never sculpted something so complex; it was a welcome challenge, but not without some difficulties. I discovered so much about my own capabilities along the way, and have since been able to apply what I learned into my current projects.
Retopology in Maya
Our professor challenged us to limit the amount of polygons as much as possible, while still retaining the form. My final poly count was approximately 6300 faces.
UVs and Textures
Once the UVs were unfolded in Maya, the character model was brought into Substance Painter for texturing. The high-poly sculpt was also used to bake the normal map.
From left to right:
Top: UV map, normal map, roughness
Bottom: base color, ambient occlusion, metallic