Hi everyone.
I just finished a CGSociety course during which i was working on this character. It was meant to be real time character and i was working with this in mind but at the end it turned out to be a bit too high-poly (it’s around 15.5K Tris)
The original concept was created by Kekai Kotaki for Guild Wars while working for ArenaNet.
I’ve created the base mesh in 3ds max for everything and brought into Zbrush for detailing. I’ve used 3dCoat for retopology and Xnormal for generating Normal Maps and AO. I’ve also used UV Layout for all Uvs and mostly hand painted textures in Photoshop.
Let me know what you guys think.
Cheers, Serge.
3ds max viewport screengrab with shadows on.
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