Calliana

Render of the final model, rendered in Marmoset Toolbag.

Render of the final model, rendered in Marmoset Toolbag.

Turntable of final model

Marmoset Viewer preview of the final model.

Early stage blockout of the body in ZBrush.

Early stage blockout of the body in ZBrush.

Blockout of the clothes made in Marvelous Designer, then taken into Maya to make them symmetrical and easier to work with.

Blockout of the clothes made in Marvelous Designer, then taken into Maya to make them symmetrical and easier to work with.

Final ZBrush stage of the character, here I've refined the clothing to be more stylized with a much more distinct silhouette as well as fully sculpting out the hair to better fit the slight anime style influence I was going for.

Final ZBrush stage of the character, here I've refined the clothing to be more stylized with a much more distinct silhouette as well as fully sculpting out the hair to better fit the slight anime style influence I was going for.

The final high poly model was completed in Maya, which I used to model the hard surface assets of the staff, necklace, and boots using sub-D modeling methods.

The final high poly model was completed in Maya, which I used to model the hard surface assets of the staff, necklace, and boots using sub-D modeling methods.

Low poly retopology of the model done in Maya, final tri count of 35,646.

Low poly retopology of the model done in Maya, final tri count of 35,646.

Most of the character and the staff utilize a single 2k UV map, with the eyes utilizing a separate 512x512 map.

Most of the character and the staff utilize a single 2k UV map, with the eyes utilizing a separate 512x512 map.

Final texture baking and material creation was done in Substance Painter, with the final material using diffuse, normal, metalness, roughness, ambient occlusion, and subsurface scattering maps.

Final texture baking and material creation was done in Substance Painter, with the final material using diffuse, normal, metalness, roughness, ambient occlusion, and subsurface scattering maps.

Calliana

Calliana, a character I made for an art test for a Christian themed JRPG, done completely within a time limit of two weeks. For the test I was given just a text description for a girl of older teen to young adult age with a staff and robes, who has a bright and chipper personality focused on helping people, meant to be one of the game's party members. Final tri count of 35,646. List of software used includes ZBrush, Marvelous Designer, Maya, Substance Painter, and Marmoset Toolbag. Base mesh used for the high poly sculpt by rodesqa: https://flippednormals.com/product/stylized-female-prims-sculpting-tool-1881