
Real-Time Medieval Character
This research project compared the workflows involved in creating a real-time character to be used within a game versus a VFX character for a film. Through this comparison, the advantages, disadvantages, and areas of overlap between each pipeline were established. The real-time character of this project is the focus of this submission. The character is a Medieval woman and the concept was based on historical and fictional references.
Robyn’s role within this project involved working on each process of the pipeline as a character artist. The technical work for this project includes: initial concept research, clothing creation in Marvellous Designer, sculpting in ZBrush, retopology, unwrapping, projection methods, baking normal maps, painting textures in Substance Painter, hair card placement, and look development.
To generate efficient topology for the low poly meshes I used R3DS ZWrap for the head and hands and Zbrush ZRemesher tool for the outfit and vase.
In order to generate the mesh maps and to obtain normal maps for the game character, Robyn baked the high poly meshes in Marmoset Toolbag.