- Real time creature created for upcoming game: Towers of Aghasba.
- I was responsible for modeling, texturing, and look-dev in Unreal Engine 4.
- The fur color was an interesting technical challenge. It has a unique color pattern per card but for optimization we needed the cards to be overlayed in UV space. This meant they inherit the same group of fur texture clumps and cant have color variation across the body due to it. I solved this in UE4 by painting vertex color in engine and blending it with the the body color texture.
- For the fuzzy look of the fur, I expanded the body shell a few times while still staying under poly budget of 35k tris total. These body fur shells were alpha masked from the same body texture that had fur flow sculpted in ZBrush. Those body shells also inherit the other maps albedo/normal/roughness.