! REPORT
Pixie Game-Ready
3D Render by S_AlexanderFreelance project that I revisited to try out some newly acquired rigging skills.
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High poly was done in Blender and Zbrush, Retopo and UVs in Blender, Bakes in Marmoset, Textured in Substance Painter, LookDev in Marmoset and Cycles.
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The model consists of 6 Materials: Body, Clothes, Wings, Hair and 2 for Eyes and while the wings and hair could have been part of some of the other texture sets, they were separated into their own materials to make it easier to create different costumes or hairstyles. For the body, I mirrored and stacked the UVs of the arms and legs to save on texel density while keeping the head and torso un-mirrored to leave room for potential asymmetries. A lot of the flowers on the skirt share the same textures and are re-used to save on texture space. Naturally, the wings were also mirrored and stacked.
The final polycount is 124K Triangles (63K Vertices).
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The rigging, skinning and posing were done manually in Blender. Even though this is a game-ready character, the lighting and final renders presented here were made with Cycles (except for the wireframe shots which are from TB).
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Shoutout to Pierrick Picaut from P2Design and Todor from CGDive for their immensely helpful tutorials and replying to my rigging-related questions!
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I was responsible for everything except for the flowers used in the scene (taken from FAB) and the background image (taken from the internet).
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High poly was done in Blender and Zbrush, Retopo and UVs in Blender, Bakes in Marmoset, Textured in Substance Painter, LookDev in Marmoset and Cycles.
-
The model consists of 6 Materials: Body, Clothes, Wings, Hair and 2 for Eyes and while the wings and hair could have been part of some of the other texture sets, they were separated into their own materials to make it easier to create different costumes or hairstyles. For the body, I mirrored and stacked the UVs of the arms and legs to save on texel density while keeping the head and torso un-mirrored to leave room for potential asymmetries. A lot of the flowers on the skirt share the same textures and are re-used to save on texture space. Naturally, the wings were also mirrored and stacked.
The final polycount is 124K Triangles (63K Vertices).
-
The rigging, skinning and posing were done manually in Blender. Even though this is a game-ready character, the lighting and final renders presented here were made with Cycles (except for the wireframe shots which are from TB).
-
Shoutout to Pierrick Picaut from P2Design and Todor from CGDive for their immensely helpful tutorials and replying to my rigging-related questions!
-
I was responsible for everything except for the flowers used in the scene (taken from FAB) and the background image (taken from the internet).
I was worried you had got lost. Stunning work! Wish my mesh was so ordered.
REPLY
! REPORT
S_Alexander
Karma: 564
Mon, Jun 30Hahaha it's been a while!
These past few months jave been a bit busy but I am back on working on personal art. Did you find time to check out Blender or decided against it? ^ ^
These past few months jave been a bit busy but I am back on working on personal art. Did you find time to check out Blender or decided against it? ^ ^
dwindt
Karma: 5,152
Tue, Jul 01No I didn't. I get stuck in the same routine, 2D, 3D, gaming, do all the jobs I've neglected, stream rugby, recover...and do it all over again. I leave the good stuff to you clever, talented guys...lol.
S_Alexander
Karma: 564
Wed, Jul 02That sounds like a sweet routine though!
As for the "clever and talented" part... I wish!
It's just a ton of tweaking and trying to figure things out until I get it somewhat right (as is with everything).
As for the "clever and talented" part... I wish!
It's just a ton of tweaking and trying to figure things out until I get it somewhat right (as is with everything).
Pixie Game-Ready

Tue, May 06
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