
Siobhan III was my second project under the guise of Damon Woods and Anton Naperiala at Gnomon. For this project I took my character from Character Creation for Games class and used the pipeline from the Acolyte to create a game ready character. The techniques learned in the previous project allowed me to take Siobhan into Unreal Engine. I wanted to create a character with an ominous vibe and I felt That Pierre Raveneau captured that in his concept.
THE INSPIRATION
Siobhan III is another concept from Pierre Raveneau. He was affectionately titled 'The Temple Priest' as I had plans to place him in an environment I had made for the environment for games class at Gnomon. He was my first introduction to the character for games pipeline so he has gone through a few iterations before arriving here. I hope you enjoy the process it took to create him!



Modeling & Sculpting
I used the same combination of ZBrush, R3DS Wrap3 for the skin detail. The hard surface work was a combination of Maya & ZModeler in Zbrush. I used Marvelous Designer for the cloth and retopologized in Maya.

Belt & Medallions
To achieve the detail on the belt & medallions I used alphas to mask and inflated the geo. After the desired look was achieved on the medallion, I separated the detailed center parts from the rest of the medallion and exported separately to Maya for retopology using quad-draw. I was then able to re-project detail onto the lower-res mesh which allowed for a much cleaner baking result.

TEXTURES
I used the same workflow as The Acolyte. Baking high poly detail onto lowpoly geo, assigning vertex color id on the highpoly in ZBrush, assigning texture sets on the lowpoly in Maya, and baking down high-resolution detail using Substance Painter. Once I had the desired result I used a combination of material functions within Unreal Engine.












