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Dread Hunter, Game-ready Character

Villy Honka vs The Hunter - Cinematic

Bow close-up. String was added in-engine.

Bow close-up. String was added in-engine.

Close-up #2

Close-up #2

Close-up #3

Close-up #3

In-engine screenshot, posed.

In-engine screenshot, posed.

Zbrush high-poly without bow detail. Pants were made with Marvelous Designer and further stylized inside ZBrush.

Zbrush high-poly without bow detail. Pants were made with Marvelous Designer and further stylized inside ZBrush.

Bow high-poly, no string.

Bow high-poly, no string.

Exaggerated arms to make his bow stance look more powerful. Stylizing the body made it difficult for me to make him look anatomically correct.

Exaggerated arms to make his bow stance look more powerful. Stylizing the body made it difficult for me to make him look anatomically correct.

That's the design I made for the character. My idea for him was that he is a scavenger and a trophy hunter. He is skinny, because all he cares about is shiny trinkets and interesting items and his outfit reflects that.

That's the design I made for the character. My idea for him was that he is a scavenger and a trophy hunter. He is skinny, because all he cares about is shiny trinkets and interesting items and his outfit reflects that.

This is a stylized character I did back in Year 2, over the course of 2 months. It was a part of an environment level inside UE4, where I worked with a team of people to come up with a nice environment and character to go along with it.

I had the privilege to do everything myself: coming up with the concept, modeling, texturing and implementing in-engine. The pedestal is also modeled and textured by me, except for the skull model, which was downloaded from the Internet to save time.

The character was rigged by @Sylvius von Aulock and animated by @Yana Tosheva.
It was later presented in a short cinematic inside a level in Unreal.

24k tris, 3x2048 maps. I used Zbrush for sculpting the high-poly, Maya for retopo and prop modeling, xNormal/Marmoset Toolbag for baking and Substance Painter for texturing. The pants were done inside Marvelous Designer and finished off with Zbrush.

Date
January 14, 2020