Niels

    There is never a dull moment at Atomhawk. Once stalled or in between projects, there are always amazing internal projects to work on. For this one, I was asked to sculpt a cool mercenary to showcase our skill in real-time characters. It was based on a loose sketch by the concept art department, that got refined over time along with the 3d. I started by doing a rough blockout in Zbrush, then refining it into the hi-poly mostly in Zbrush still, with some parts beeing done inside Maya. The low-poly was done in Maya, I had some help from my good friend Pedro Costa to meet the deadline. Bakes were done in Marmoset Toolbag, and textures were painted in Substance Painter. The hair was done using hair cards. The textures for the cards were done in Fiber Shop and the cards were done using GS CurveTools in Maya. I did the final look dev, lighting, and environment inside Unreal engine. Thanks, Chris Rocks for being the coolest lead and Dario Jelusic  for the art direction.

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