Idle Animation by Tobias Hart
Walking Animation by Tobias Hart
Combo hit Animation by Tobias Hart
a small breakdown of how I did the haircards and working with George Sladkovsky´s GC curve tool plugin for maya that really helpt speed up the process.
a bit of how I started sculpting and going back and forthwith my blcokout. I think most of my time went to making the body because I thought it was the greatest challenge to get to look right and the way i wanted it to.
This is my first portfolio piece that i made at the game assembly. my pitch was to create something of a realistic medium enemy that could be in a game, And main focus to showcase my abilities and skills in working with haircards, creature anatomy, textureing and optimization of my 3D asset, asswell as working with others like Tobias Hart who did a great job rigging and animating my character.
Workflow:
I started off doing high-poly sculpt in zbrush and then I moved on to do a retopology in Maya and the UVs, and then to substance painter for baking and texturing and after that I went back into Maya Xgen where i did the Haircards and renderd them out in Arnold. After that I used GC curve tool plugin to do the haircard placement. the i renderd it all out in Unreal after setting up som lights.
Credits Animations: www.tobiashart-animation.com