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Real-time game ready 3D Character in a role of Soldier, Sergeant, guard, classy fighter. Not rigged and skinned
Ideal for rpg game. Based on the Team from Earth concept art: https://www.cgtrader.com/gallery/project/eastern-warrior-concept-art Perfectly works with for Unreal engine 5 and Unreal engine 4.
Real world scale - 185 cm
Customizable character with separated meshes and textures for:
- Head
- Hair
- Some clothes elements - such as gloves, bottle and pouches.
Also is available in red color:_______ link Also as available with additional armor:_______ link Add knife for free: https://www.cgtrader.com/free-3d-models/military/melee/game-ready-3d-fighting-knife-dagger
__________________Used software _______________
Production pipeline for AAA PC/Console games:
- High poly - Zbrush
- Low poly, UV - Maya
- Baking in Marmoset toolbag
- Texturing in Substance painter
- Hair - Maya Xgen realtime pipeline (hair cards)
Renderes:HP - KeyshotTexture - Marmoset
__________________Topology - Low poly_______________
TTL 110 556 trishead 20,008arms 7,276body vest 11,156bottle+pouches 4,586gloves 8,620skirt & belts 10,312pants 7,782boots 2,686Files:.ma.fbx
Professional topology for Games:
- reasonable polycount according to AAA standarts
- topology is uniform and have a good flow
- separate pieces laying on top of each other have a similar topology
- reduced polycount in less visible areas
- logicly merged meshes
- normals are unlocked
- triangulated mesh in necessary areas to prevent non planar faces
___________________UV___________________
Professional UV Layout:
- uv's are well packed
- texel density remaining the same (except hidden parts)
- merged uv shells as much as possible
- uv seams placed in hidden areas
- reduced shell size in low visibility areas
- checked UV direction with pattern layout
- no distortion
- for hard edges there is a cut on the uv, but not the over way
- UV is straight where it possible
_____________________Textures___________________
Texture set body vest.................4096 x 4096 skirt..........................4096 x 4096 pants.........................4096 x 4096 boots.........................2048 x 2048 gloves.......................4096 x 4096 bottle+pouches.....2048 x 2048 arms...........................4096 x 4096 head...........................4096 x 4096
Each texture set has such maps: .n .ao .d .r .m
Some of the textures has additions from the list below.
PBR metalness roughness:normalAObasecolorroughnessmetallic
Additional: emissive opacity scattaring
Professional texture:
- level of detail is constant through all textures, there are no too sharp or too blurry areas
- pbr checker doesn’t have big red areas on both 30 and 50 srgb
- materials are well defined on all the channels and have a good separation no visible texture seams
- project is adjusted with unreal log file
REVIEWS & COMMENTS
accuracy, and usability.
