My name is Daniel Briggs, I am 22 years old. I am a character artist currently residing in Orange County, CA.
My goal was to create a character that could be rendered in real-time; One that could be used in a video game engine. I modeled a high poly sculpt using Zbrush, topogun, and 3ds max. Which I then converted to a low poly model. The entire character shares 1 UV space and the final textures were 2048*2048. Final renders were done using the Marmoset Engine.
This character is based off of a concept from Diablo 3, I wanted to make a character that stayed true to the concept, and true to the Blizzard art style. I feel like I have accomplished that.
My textures are 100% hand painted. Poly paint played a huge role in this process. Check out my website for higher res images of the textures!
www.3dbriggs.com
This is my final high poly sculpt. The proportions are much wider than the final low-poly version. I tried to make the character seem really strong and powerful in my sculpt.
This is my High Poly sculpt rendered using several different mat caps, and some poly-paint. I comped everything in Photoshop and did some post work as well. This was a test to practice my hand painted textures.
High Poly sculpt of the character's head.
Originally 2048*2048 - Diffuse, Specular, Norma, Alpha
This is the concept from Diablo 3 created by Blizzard Entertainment:
www.3dbriggs.com
Replies
Good stuff though dude, nice work.