
Priest Character modeled for Demigod PC game. Character design by Steve Snoey. Render is created using in game model, rendered with displacement maps created in zbrush.
I designed the character pipeline for this game and while I am biased, I had fun and enjoyed the process.
The jist is to create the character models with good topology and silhouette/volume detail for zbrush. This makes for models and textures that can easily be reduced as needed for in game; but also hi fidelity for use in cutscenes and marketing, typically a separate set of models and textures would be outsourced for cinematics and marketing.
Here are some pics showing the different assets that went into making the finished character:



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