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The Fairy of Death

This model was made purely for my own enjoyment. I spent approximately two weeks on this model, but only because I got carried away with creating a 4k texture. I was interested in how much I could optimize the polygon count so that the model was low-poly but didn't look low-poly. I also left some additional polygons on the silhouette lines and maintained good topology in case I wanted to animate the character in the future. As a result, the model ended up with just under 10k polygons.

The process was: blocking in Blender, sculpted in Zbrush, returned to Blender and manually retopologized it for baking. After baking the details from highpoly to lowpoly, I removed a few thousand more polygons, but made sure not to disrupt the pre-placed UV seams. And then I sat and enjoyed painting colors in 3D Coat.

Based on @shuohanzhou Concept
(https://www.artstation.com/artwork/AZbmy)

I spent approximately two weeks on this model, but only because I got carried away with creating a 4k texture. I was interested in how much I could optimize the polygon count so that the model was low-poly but didn't look low-poly

I spent approximately two weeks on this model, but only because I got carried away with creating a 4k texture. I was interested in how much I could optimize the polygon count so that the model was low-poly but didn't look low-poly

I also left some additional polygons on the silhouette lines and maintained good topology in case I wanted to animate the character in the future. As a result, the model ended up with just under 10k polygons.
you can press "5" to see the wireframe

blocking in Blender, sculpted in Zbrush, returned to Blender and manually retopologized it for baking. After baking the details from highpoly to lowpoly, I removed a few thousand more polygons, but made sure not to disrupt the pre-placed UV seams.

blocking in Blender, sculpted in Zbrush, returned to Blender and manually retopologized it for baking. After baking the details from highpoly to lowpoly, I removed a few thousand more polygons, but made sure not to disrupt the pre-placed UV seams.