Real-time game ready 3D Character in a role of soldier, sergeant, guard, classy fighter. Not rigged and skinned.
Perfect match for Arabs, Turks, Persians, Kurds, and Azerbaijanis ethnic groups. Concept art license is included, based on the Team from Earth concept art: https://www.artstation.com/artwork/WBGAPN
Perfectly works with for Unreal engine 5 and Unreal engine 4.
Real world scale - 185 cm
Customizable character with separated meshes and textures for:
________________________Used software _____________________
Production pipeline for AAA PC/Console games:
- High poly - Zbrush
- Low poly, UV - Maya
- Baking in Marmoset toolbag
- Texturing in Substance painter
- Hair - Maya Xgen realtime pipeline (hair cards)
Renderes:
- HP - Keyshot
- Texture - Marmoset
____________________Topology - Low poly________________
TTL 110 556 tris
- head 20,008
- arms 7,276
- body vest 11,156
- bottle+pouches 4,586
- gloves 8,620
- skirt & belts 10,312
- pants 7,782
- boots 2,686
Files:
.ma
.fbx
Professional topology for Games:
- reasonable polycount according to AAA standarts
- topology is uniform and have a good flow
- separate pieces laying on top of each other have a similar topology
- reduced polycount in less visible areas
- logicly merged meshes
- normals are unlocked
- triangulated mesh in necessary areas to prevent non planar faces
_________________________UV_________________________
Professional UV Layout:
- uv's are well packed
- texel density remaining the same (except hidden parts)
- merged uv shells as much as possible
- uv seams placed in hidden areas
- reduced shell size in low visibility areas
- checked UV direction with pattern layout
- no distortion
- for hard edges there is a cut on the uv, but not the over way
- UV is straight where it possible
___________________________Textures___________________
Texture set
body vest..................4096 x 4096
skirt...........................4096 x 4096
pants.........................4096 x 4096
boots.........................2048 x 2048
gloves.......................4096 x 4096
bottle+pouches..........2048 x 2048
arms..........................4096 x 4096
head..........................4096 x 4096
Each texture set has such maps:
.n
.ao
.d
.r
.m
Some of the textures has additions from the list below.
PBR metalness roughness:
- normal
- AO
- basecolor
- roughness
- metallic
Additional for some elements:
- emissive
- opacity
- scattaring
Professional texture:
- level of detail is constant through all textures, there are no too sharp or too blurry areas
- pbr checker doesn’t have big red areas on both 30 and 50 srgb
- materials are well defined on all the channels and have a good separation no visible texture seams
- project is adjusted with unreal log file