The Forest Guardian

CG Character and Environment Concept Design. Nomad Sculpt + Zbrush, Substance Painter, Houdini - rendered in Unreal Engine.

Dressed for battle in Elizabethan Armor inspired by the work of sculptor and metalworker Jeff De Boer, this doe warrior was modeled in Nomad Sculpt and Zbrush. Her Look Development consists of sculpted, baked, painted and procedurally generated surfaces made in Zbrush and Substance Painter and Groom made with Houdini. Her forest Environment and final Cinematic was designed, lit, and captured in Unreal Engine with Landscape Sculpture and Quixel Megascans.

Three point lighting turnaround in Unreal Engine

High poly Zbrush Sculpt.

High poly Zbrush Sculpt.

This project give me the chance to continue exploring the process of creating CG production in Unreal Engine. Though I do encounter challenges with Lumen, I love Realtime rendering so much for it's rapid cinematic visualization workflows.

First pass environment and lighting

First pass environment and lighting

Initial import of character and textures to Unreal Engine from Substance Painter, Zbrush, and Houdini

Initial import of character and textures to Unreal Engine from Substance Painter, Zbrush, and Houdini

In development Groom Lookdev in Unreal Engine.

In development Groom Lookdev in Unreal Engine.

Base groom made in Houdini

Base groom made in Houdini

Armor retopology in Houdini

Armor retopology in Houdini

Low poly topology and poly paint in Zbrush

Low poly topology and poly paint in Zbrush

Original sculpt in Nomad. I love sculpting animals whenever I get the chance.

Original sculpt in Nomad. I love sculpting animals whenever I get the chance.

I really enjoyed sculpting the portrait of this deer. I wanted to give her a sense of emotion that becomes enhanced by her pose.

I really enjoyed sculpting the portrait of this deer. I wanted to give her a sense of emotion that becomes enhanced by her pose.