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Realtime Rendering Optimized Sculpt & PBR Material

This study has included fundamental steps in the process of making optimized PBR assets to be live rendered - physically based, to seamlessly integrated into organic 3D asset production pipelines; ORM, extended by emissive and subsurface scattering materials.

DIGITAL SCULPTING + PBR skill sets applied:

0.0 research for and analysis of detailed references

1.0 blockout and refine the final shilouette

2.0 sculpt iteratively towards feasible LoDs - for the HiP mesh

3.0 retopologize HiP towards an even (deformable) edge-flow
3.1 unwrap LoP mesh into UV space preserving texel density

4.0 generate the high resolution maps from the HiP details
4.1 bake those details then onto retopologized LoP UVs

5.0 stage the final asset and setup the render attributes
5.1 lit and render the final deliverable

Apps utilized: zBrush > Maya > Rizom UV > Substance 3D Painter <> Marmoset Toolbag
Curriculum applied: University of Hertfordshire London

PBR-Material by adjusting available default textures only

PBR-Material by adjusting available default textures only

PBR-Texturing: ORM (requirement) | Subsurface Scattering (SSS) | Emissive

PBR-Texturing: ORM (requirement) | Subsurface Scattering (SSS) | Emissive

Edge-Flow supports projection | ears rotatable

Model Breakdown - click slides