The Challenge: To optimize a dense 3D model sculpted in Cinema 4D for VR and game engine usage and to prep asset shaders setup for motion graphics animation using Octane Render in C4D.
The Process: To retain all the details from the original sculpt, Z-Brush was used to create an optimized model. UV's were laid out in 3DUnfold.
Using Substance Painter to texture and generate, displacement, ao, and normal maps, following that, all the shaders were baked out and loaded in Unreal Engine and Octane for off-line rendering.
The Result: A full-rigged light 3D character that retains high details and optimized for all platforms.
3D, Zbrush, Uving and Texturing: Jake Martinez.
Characters Design and Sculpting: Mustafa Natheer.