Just updating my thread with my recent work, this guy is a personal project I’ve been working on.
I used Unreal Engine 4 to render him in real time, which really means I just took high res screen shots along with utilizing a lot of post process effects and dynamic lighting.
My friend and classmate Tom Walker (http://www.tomwalker3d.com/) showed me the kind of quality that is possible with UE4, I’ve also noticed quite a few people using real time for rendering character designs so I figured I’d give it a shot.
Glad I did, between ZBrush for modeling/sculpting, Substance Painter for texturing and UE4 for rendering I had a ton of fun creating this guy. (I used Maya for some UV/topology tweaks)
This workflow is great for iteration and quick changes, definitely going to be using it on future projects.
This character is a soldier for hire in the near future, he primarily works for independent corporations and law enforcement taking on jobs that they find too dangerous. He works secretly to avoid attention from the media and public.
The majority of his work involves tracking down individuals that are deemed a threat by his employers, he uses multiple tracking drones that aid him when searching for his targets. His visor displays a HUD in front of his eyes that track
vitals and show the video feed from the drones he’s deployed. He wears full body armor to prevent serious injury from ballistics and melee combat.

This is the final render after doing some post work in Photoshop.


I also wanted to include separate renders that made it easier to see the model and texture detail.

Another shot to show the texture fidelity, I used mostly 2k maps for everything…and realized that 1k/512 can work in some cases.
Using 2K for everything (small items/details) is not a great idea, I learned that quickly when cranking up the settings in UE4

Showing some light placement in my UE4 scene, I had a nice environment surrounding him but I decided to blur a lot of it out because I felt it took too much away from my character.

ZB render without his helmet, I felt it was important to get the whole head in good shape before covering the top half, I tried to do it without the whole head first and ran into some proportional issues.

Maya wireframe screenshot.
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