Original concept art by the very talented daxue Ding (d_redant.artstation.com) - '5in1' (https://www.artstation.com/artwork/OyV3gJ)
Poly count = 20k, Tri count = 37k
After stumbling across the concept art '5in1' by daxue Ding, I started sculpting the character for fun but wound up turning it into my next project - so, meet Rin! I had a lot of fun working on her and her 'Birb', it's taken me a couple of months and I'm still making small adjustments here and there. I plan on uploading any changes I make over time, including additional renders (both from Marmoset and UE4).
I used a high to low pipeline - sculpting the characters in Zbrush first before using Maya to do the retopology.
The poly count is 20k, tri count is 37k - some of the meshes can be optimized further so I'll update the poly & tri count once I've done that. As some of the geo was duplicated I then stacked their UVs to use the space as best as I could. I baked and textured using Substance Painter - to get that stylized look, I used the 'baked lighting stylized' filter as well as making good use of the mask editor with cavity maps. I then rigged, skinned and animated in Maya before exporting to UE4 (stay tuned for some UE4 renders and clips soon!), where I learnt how to use animation blendspaces and blueprints.
For my Marmoset scene, I tried to keep it simple - a dark grey background with a slight vignette, and 4 lights (1 x key light, 1 x fill light and 2 x rim lights). I slightly increased the saturation of my renders to help showcase the colour palette, but ultimately made sure this was only a subtle addition as I wanted the final renders to stay as true to the overall look as possible.
Overall it's been a big learning curve but thoroughly enjoyable :)
Current Marmoset Breakdown
Poly count = 20k, Tri count = 37k
Turntable in Pose
Walk & Run animations (WIP)
Attack Idle & Punch animations (WIP)