Textures & UV
This model was developed as the main character for a Zelda-like action-adventure game. I supervised the character’s design process until the sculpting phase. After that, I built the topology and UVs based on the Hi-poly model provided. I then proceeded to bake Zbrush vertex paintings into the diffuse maps. Lastly, I created a rig to test deformation and animations.
On an additional note, the high quantity of UVs is due to the fact that the character was meant to be modular and customizable. To offset the texture quantity of other channel maps, I decided to bake or hand paint everything on the diffuse map. This technique, in combination with a post-process effect, would make it look cartoonish, which was the desired look
Concept Artist & Sculptor