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Cursed - Real Time

preview Cursed - Real Time 3D, cg, cgi, cg artist, characterart, Characters, game character 3D, cg, cgi, cg artist, characterart, Characters, game character 3D, cg, cgi, cg artist, characterart, Characters, game character 3D, cg, cgi, cg artist, characterart, Characters, game character 3D, cg, cgi, cg artist, characterart, Characters, game character 3D, cg, cgi, cg artist, characterart, Characters, game character 3D, cg, cgi, cg artist, characterart, Characters, game character 3D, cg, cgi, cg artist, characterart, Characters, game character 3D, cg, cgi, cg artist, characterart, Characters, game character 3D, cg, cgi, cg artist, characterart, Characters, game character 3D, cg, cgi, cg artist, characterart, Characters, game character 3D, cg, cgi, cg artist, characterart, Characters, game character 3D, cg, cgi, cg artist, characterart, Characters, game character 3D, cg, cgi, cg artist, characterart, Characters, game character
Artstation: https://www.artstation.com/artwork/WXPB3G Hi everyone, it's been a while since I've posted something to my porfolio. This time I wanted to do something tribal, so I'm excited to introduce my new personal project - Cursed. - Sculpted in Zbrush - All of the clothing was simulated in Marvelous Designer - Modeling, retopology and UV unfolding in Maya (packing in Rizom UV) - Skin projection were made through ZWrap - Bakes and Renders in Marmoset Toolbag - Textures in Substance Painter - Post production of photos and bake maps correction in Photoshop - Post production of video in After Effects Total polycount is 173k Tris (139k for character/equipment and 34k dreadlocks) 4 - 4k texture sets for clothes and equipment 1 - 4k texture set for head 1 - 2k texture set for dreadlocks The artwork was based on a great concept art by Rostyslav Zagornov: https://www.artstation.com/artwork/39mb0D
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