This character is based on a really amazing concept by L Air.
For this project, my aim was to create a game-ready character while also striving for the highest visual quality possible. The character was fully sculpted in ZBrush, and afterwards was transferred to Maya for retopology and UVs. After the bake, the painting and rendering were very important in achieving an eye-catching and stylized 3D model that closely resembled the original reference.
For the painting, I used a straightforward approach, starting with a darker base color and gradually layering lighter tones to add detailing where necessary. By maintaining a degree of roughness in the painting process, rather than going for complete smoothness, it contributed to a more painterly aesthetic for the character.
Although the painting process was mostly done by hand, I took advantage of a few tools such as curvature and dirt generators to add easy details. Additionally, I used a secondary, smaller mesh for the red body and arms, playing with the opacity to imply that there is depth to these areas.