Real-time game ready 3D Santa Clause. Rigged in Maya, skinned, standard animations of Unreal skeleton are applied. No facial rig or animation
Perfectly works with for Unreal engine 5 and Unreal engine 4.
Customizable character with separated meshes and textures for:
Head
Hair
Hands
Boots
________________________Used software _____________________
Production pipeline for AAA PC/Console games:
High poly - Zbrush
Low poly, UV - Maya
Baking in Marmoset toolbag
Texturing in Substance painter
Hair - Maya Xgen realtime pipeline (hair cards)
Renderes:
HP - Keyshot
Texture - Marmoset
________________________Topology - Low poly_____________________
Files:
.ma
.fbx
Professional topology for Games:
reasonable polycount according to AAA standarts
topology is uniform and have a good flow
separate pieces laying on top of each other have a similar topology
reduced polycount in less visible areas
logicly merged meshes
normals are unlocked
triangulated mesh in necessary areas to prevent non planar faces
_________________________UV_________________________
Professional UV Layout:
uv's are well packed
texel density remaining the same (except hidden parts)
merged uv shells as much as possible
uv seams placed in hidden areas
reduced shell size in low visibility areas
checked UV direction with pattern layout
no distortion
for hard edges there is a cut on the uv, but not the over way
UV is straight where it possible
___________________________Textures_________________________
Texture set
T-shirt.........................4096 x 4096
Pants ..........................4096 x 2048
Boots .........................4096 x 2048
Hands.........................2048 x 2048
Head............................ 4096 x 4096
Facial...........................4096 x 4096
Glasses.........................4096 x 2048
lense............................ 4096 x 2048
PBR metalness roughness:
normal
AO
basecolor
roughness
metallic
Additions:
emissive
opacity
scattaring
Professional texture:
level of detail is constant through all textures, there are no too sharp or too blurry areas
pbr checker doesn’t have big red areas on both 30 and 50 srgb
materials are well defined on all the channels and have a good separation no visible texture seams
project is adjusted with unreal log file
Other Textures