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Ogre Character. Look Dev Renders

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This character started out as a Zbrush Sculpting exercise and then I decided to develop it further.

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Quick rig to check topology consistency.

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Ogre had a lot of textures spread across multiple UDIMs. Texturing done in Mari.

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Initial prerender shots composited in Nuke.

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Close-up details of sculpting process of the face, I tried adding a lot of asymmetrical details to make that ogre look more natural

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Used UDIM workflow for my UV maps.

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Some screenshots of sculpting process

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Jaws, tongue and teeth, could be way more low-poly, but I decided to keep the geometry dense, as this character will be used only for animation purposes

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One of the first test-renders

I haven’t updated anything on artstation for quite a while. I just got tired of organic modelling and shifted my focus to hardsurface stuff, coding last month, been studying C++ for Unreal engine, some Python too. Here’s a beauty pass of a 2-month old work to keep the feed rolling. There’s a lot to be done to this guy, like hair and equipment needs to be redone, but I’ll get back to it soon.

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