Up to this point everything I had made was props and environments, so I set out to improve at designing and modeling characters.
Process
- References — gathered a moodboard until I knew what I wanted the character to look like.
- Concept — a quick pass in Photoshop to lock the design.
- High-poly — the body is organic rather than hard surface, so I used Mudbox for the first time. The workflow clicked faster than I expected.
- Clothing — rendered front and back views of the sculpt, concepted the outfit over them, then built it in 3Ds Max.
- Retopology — my first time doing it properly. Getting the loops right for a clean low-poly was the trickiest part of the whole piece.
- Texturing — exported to Substance Painter, baked the high-poly down and painted it.
- Renders — final presentation passes.

