Ogre Character. Look Dev Renders

Character started out as a Zbrush Sculpting exercise.

Character started out as a Zbrush Sculpting exercise.

Character started out as a Zbrush Sculpting exercise.

Character started out as a Zbrush Sculpting exercise.

Quick rig to check topology consistency.

Quick rig to check topology consistency.

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

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

One of the first test-renders

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.