80.lv articles creating-stylized-characters-with-maya-zbrush

80.lv articles creating-stylized-characters-with-maya-zbrush

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I also moved the light around and created two color passes to serve as rim lighting. When the proportions were ready, and I started detailing, I never really zoomed in on the model, I always detailed from afar, trying not to add too much information onto the surface. The first thing was matching the front view of the concept art. As my goal was to get as clear geometry as possible, I decided to model the pattern on cloak. Lighting and Presentation To render, I used Marmoset Toolbag since the goal was to create a game-ready character.