Real-time game ready 3D Head for man character. Portrait is based on team from Earth original concept art.
Tattoo and makeup are on separate layer, hair and facial hair can be removed.
Perfect match for Arabs, Turks, Persians, Kurds, and Azerbaijanis ethnic groups.
Full body character is available for purchase here:
https://www.artstation.com/a/28168077
________________________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_____________________
Polycount for head 20,008 tris
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_________________________
PBR metalness roughness pipleine
Texture set 4096*4096
- eyeshadow_a.png
- eyewet_n.png
- ao.png
- d.pmg
- r.png
- s.png
- n.png
- m.png
- e.png
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