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[Student Work] Tatooine Female Scavenger 3d Character

This is a 3d character based on the concept "Tatooine Female Scavenger" by Chris Anderson. You can view the original piece here: https://www.artstation.com/artwork/rK6nO

I choose this particular piece, not only as a fan of the game it was made for and the Star Wars franchise, but to challeneg myself with the little extra items this character had and to explore creating female presenting based characters.
It was created as part of an assignment at uni that required the 3d realisation of a concept piece (with permission from creator).

The high to low baking pipeline was used to create this piece.

To create the high poly I used ZBrush. Using Zspheres as a starting point and editing onwards. This part of the process did present some problems that I was challenged to solve, of which solving helped further my knowledge of the software and solutions to any future issues should they ever arise. I also experimented with various tools and brushes, furthering my skillset in this area.
The low poly was created using a combination of Zremesher in ZBrush and StepBuild in 3DsMax. Given my prior experience with StepBuild was limited at best, doing this project has definitely improved my confidence and skills with this tool. To the point that I will not hesistate to use it in the future.
I also utilised 3DsMax for the UV unwrapping and creation.
For the baking I used to Substance Painter, experimenting with the experimental cage tool the software now offers. I also created my own smart materials; this was to allow effiency and consistency across the areas that required the same material but wer seperate parts.

I then used real-time rendering in the Unreal Engine to capture the images that can be seen here.

The problem solving and experimenting with new tools has allowed me to increase my skills across areas with this project.

Update note: I have since done further learning around why the textures originally looked different to that of when in Substance Painter. As a result I have made settings tweaks in engine to get the desired affect as now seen.

Front facing - High res real-time render taken in Unreal Engine

Front facing - High res real-time render taken in Unreal Engine

Side facing - High res real-time render taken in Unreal Engine

Side facing - High res real-time render taken in Unreal Engine

Back facing - High res real-time render taken in Unreal Engine

Back facing - High res real-time render taken in Unreal Engine

Angled front facing - High res real-time render taken in Unreal Engine

Angled front facing - High res real-time render taken in Unreal Engine

Helmet - High res real-time render taken in Unreal Engine

Helmet - High res real-time render taken in Unreal Engine

Lower BOdy - High res real-time render taken in Unreal Engine

Lower BOdy - High res real-time render taken in Unreal Engine

Upper Body - High res real-time render taken in Unreal Engine

Upper Body - High res real-time render taken in Unreal Engine

Before & After the setting tweaks to edit the textures in Unreal Engine (Highlighted in main description).

Before & After the setting tweaks to edit the textures in Unreal Engine (Highlighted in main description).

High Poly views - Created in ZBrush

High Poly views - Created in ZBrush

UV seams and Unwrap of shirt piece. I placed seams in places where seams  and creases would be on real clothes - Completed in 3DsMax

UV seams and Unwrap of shirt piece. I placed seams in places where seams and creases would be on real clothes - Completed in 3DsMax

Textured examples. High to Low baking completed in Substance Painter

Textured examples. High to Low baking completed in Substance Painter