A Woman and a Warm Hello

Realism isn't exactly my forte (I much prefer stylized characters, normally), so when I was tasked with creating a believable human mesh, I was a little bit overwhelmed. Thankfully, she came out quite nice (in my opinion, anyway).

I started with a sculpt in Zbrush to get the high-resolution details in for most of her face and body – this first part came out to around 9 million polys and about 24 hours of work (over the course of two weeks). Then, I imported the sculpt into Maya to retopologize into a lower poly model (about 6.5K tris), before importing into Substance to paint the textures and figure out how I wanted her to look.

After I figured out how I wanted to texture her, I reimported her into Maya for rigging. I actually learned quite a bit during that part of the process, even going so far as to learn how to set up IK handles and NURBS curve controls for ease of posing, though my setup was a bit on the basic side. All in all, I had fun, though it was definitely challenging!

A front and back shot of the final model.

A front and back shot of the final model.

The wireframe of the game-resolution model, along with the relevant maps.

The wireframe of the game-resolution model, along with the relevant maps.

The 3D model itself, uploaded to Sketchfab.