3D Assets generated for The IntelliMedia Group game characters. Each asset was sculpted in Zbrush, retopologized and UVed in Maya, painted in Zbrush, then tested in Maya to ensure models will look good when put into Unity. Models that were not sculpted by Amanda were done by Kirby Culbertson, one of the lead digital artists at The IntelliMedia Group. 

The renders here are a combination of one of the hair style models Amanda made and the head originally sculpted by Kirby Culbertson in Zbrush. The head's texture was painted by Amanda using Zbrush and edited in Adobe Photoshop afterwards. The render is a toon shaded filter made possible by Zbrush. 

toon render.jpg

Retopology in Maya of High Poly Zbrush Head

(originally sculpted by Kirby Culbertson)

retop.jpg

Painting Skin Textures in Zbrush & Post Editing in Photoshop

Several different skins were made for more diversity.

I Wish I Could Dream

skins.jpg

Retopology and UVs in Maya of High Poly Ponytail Hairstyle (originally sculpted by Kirby Culbertson)

retop and uvs.jpg

Painted Texture in Zbrush 

Copy of Zbrush Sophia Hair Paint.jpg

Multiple Hair Color Options

ponytails.jpg

All hair and skin color options tested in Maya. The eyes were done in Photoshop during post editing.  

Copy of New Texture Shots v2.jpg

Moodboard for Short Hairstyle

short ref.jpg

Process for Short Hairstyle

Sculpted in Zbrush, retopologized and UVed in Maya, brought back into Zbrush for painting and then post edited in Photoshop. 

Short hair.jpg

Moodboard for Thick African American Hairstyle

messy refs.jpg

Process for Thick African American Hairstyle

Sculpted in Zbrush, retopologized and UVed in Maya, brought back into Zbrush for painting and then post edited in Photoshop. 

messy.jpg

Moodboard for Tied Up Dreadlock Hairstyle

dreads ref.jpg

Process for Tied Up Dreadlock Hairstyle

Sculpted in Zbrush, retopologized and UVed in Maya, brought back into Zbrush for painting and then post edited in Photoshop. 

tied up dreads.jpg