
The same parts in the UV are overlapping. I expanded the UV of the head, gloves and small parts of the character in order to show more details. When the low poly model was created I began the UV mapping in Maya. I used NEX and Maya's standard tools to do this. Once I had exported the high poly models into Maya they could be used as a reference to create the low poly, final version of the games character (Fig.10). There are two reasons I did this firstly so I could bake a Normal map for the separate parts of the model and secondly so the topology of the models could be tackled separately in Maya (Fig.09). I made the lower body and gloves symmetrical in order to make the texture maps have a higher level of precision.Īfter the high res model was completed, I divided it into several main parts to export it as an OBJ. Then I added details to each part in ZBrush, such as folds, skin details, etc., (Fig.06 - 08). I separated this character into several different parts, such as metal, leather, cloth and head. Then I created the details, distinguishing different regions, to prepare the model for the later production in ZBrush (Fig.05). I used different colors to separate the armor, leather, fabric etc (Fig.04). It's important to pay attention to overall proportional relationship between clothing - or armor in this case - and the overall silhouette of a character. I used the NEX topology low res head in Maya, then used simple shapes to build all the equipment. I adjusted the angle of his arms and then started the next part of the production.

I knew that only the head would be showing in the final image, but I thought it would be good practice to make the rest of the body parts too and that perhaps I could use them for other characters later (Fig.03).

I create a basic body in Maya and properly lengthened the legs to make him look more agile (Fig.02). The reference materials were chosen for two aspects: details and textures (Fig.01). I collected a lot of reference pictures, including the original character concept art, some other artists' paintings and cosplay images. I liked the design concept of Diablo 3 very much, so I decided to start this piece while looking forward to the release of the game! Concept Hello, everyone! I'm very glad to share the process of creating my character Demon Hunter.
