Thyros

Final model rendered in Unreal Engine 5.

Final model render in Unreal Engine 5.

Final model render in Unreal Engine 5.

Marmoset Viewer preview of the final model. Note this is without the facial hair and pelt fur.

Final model render closeup.

Final model render closeup.

Original concept provided by Eduardo Dominguez.

Original concept provided by Eduardo Dominguez.

Wireframe front view.

Wireframe front view.

Wireframe rear view.

Wireframe rear view.

Face and skull wireframe closeup.

Face and skull wireframe closeup.

Sample of one of the material sets using Unreal's diffuse, normal, and combined AO/Metal/Roughness setup. Optimization was less of a concern since this was a portfolio piece, so 6 total 4k maps were used across the model (5 for body, 1 for axe).

Sample of one of the material sets using Unreal's diffuse, normal, and combined AO/Metal/Roughness setup. Optimization was less of a concern since this was a portfolio piece, so 6 total 4k maps were used across the model (5 for body, 1 for axe).

High poly sculpt in ZBrush.  Note that a few small details were done exclusively in Maya and are not shown here.

High poly sculpt in ZBrush. Note that a few small details were done exclusively in Maya and are not shown here.

High poly sculpt front and rear views.

High poly sculpt front and rear views.

High poly sculpt side views.

High poly sculpt side views.

High poly sculpt face closeup.

High poly sculpt face closeup.

High poly sculpt demon skull closeup.

High poly sculpt demon skull closeup.

Xgen guide setup for the facial hair, using a total of six descriptions for various parts of the beard, mustache, and eyebrows.  Fur on the pelts was done in a similar fashion.

Xgen guide setup for the facial hair, using a total of six descriptions for various parts of the beard, mustache, and eyebrows. Fur on the pelts was done in a similar fashion.

Render made in Arnold to test the hair before proceeding to the final Unreal setup.

Render made in Arnold to test the hair before proceeding to the final Unreal setup.

Thyros

Thyros the Tiefling barbarian, a character I made to practice some more advanced techniques for the game character pipeline. High poly modeled in ZBrush and Maya, retopology done in Maya and Blender, UV mapped in Maya, baked and textured in Substance Painter, hair done with Maya Xgen and Unreal Groom, final renders in Unreal Engine 5. Final tri count of 125,020.