
Hello everyone! For the Major Project of my Masters in Games Art, I am creating a game-ready character based on Chhatrapati Shivaji Maharaj, the Warrior King and Founder of the Maratha Empire in 17th century India. I am making this character as a modular game asset, including a complete base body, a set of attire, jewelry and accessories, as well as various weapons and armor pieces. Instead of relying on a specific reference, I am drawing inspiration from different paintings, illustrations, movies, and books to achieve a historically accurate resemblance.
The final deliverable will be a cinematic shot of him seated on his throne, using a composition inspired by a scene from the recent bollywoodmovie "Chhaava."
I have finished blocking out the composition. I have created block-out of the throne and surrounding architecture with the character scale reference in Blender.


I will primarily focus on the character for my major project. To begin, I want to establish a benchmark for quality standards throughout the project.
I chose this dagger asset because it is a relatively small asset and offers several different textures to work with.
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ArtStation:
https://www.artstation.com/bridjagtap7
Replies
I’ve completed the benchmark asset for my Final project, "Khanjar", the dagger that will act as the quality bar throughout the project. This includes final textures and renders in Unreal Engine 5, with some Blender and Marmoset shots as well.
The goal with this piece was to establish the visual language, material breakdown, and overall fidelity.
I would appreciate any feedback on the Material readability, silhouette, and overall presentation.
Tools Used:
Modelling: Blender
Texturing: Substance 3D Painter
Rendering: Marmoset Toolbag, Unreal Engine 5 & Blender (Cycles)
Viewport:
Renders -
Marmoset Toolbag:
Unreal Engine:


Blender:Always open to critique and suggestions.
This is a breakdown of the character I created during the pre-production phase. To make this a modular character, I have separated it into several different texture sets.
I have blocked out the character's proportions in ZBrush and finalised the primary forms. Currently, I am sketching the clothing and other details to use as a reference for the high-poly model. I would appreciate any feedback on the overall proportions and anatomy of the character before I move the mesh into Marvelous Designer for clothing.
Current progress on the sketch inside Blender: