Paladin
sketchfab
A revamped version of my initial character model boasts a streamlined design, featuring fewer texture sets and enhanced skin detail for improved animation performance. To that end, I've made key adjustments to reduce complexity, eliminating the tassets to seamlessly integrate UE4's cloth physics system without any clipping issues. As before, high-poly and low-poly models were crafted in ZBrush, while textures were meticulously painted in Substance Painter, and a basic rig was established in Maya.
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