This is another major piece I worked on at Labrodex. This was a collaboration between a few of the artists in the studio.
I created the high poly sculpt in ZBrush from a rough concept mesh, optimized the low poly mesh, created efficient game -ready packed UVs, baked and painted textures in Substance, and set-up materials in Unreal Engine 4. This model is using two packed texture sets at 4k resolution, instanced in Unreal Engine 4 for efficiency.
This character is property of Labrodex, Inc.
You can learn more about the game at .
You can learn more about the studio at .
LCF-R's geometry is unique because all of the individual parts had to be separate so different pieces could come off and apart for animation purposes. Since pieces were individually retopoed, they were made to best support the high poly detail. This provided a unique challenge during the UV and baking process, as each piece had to be UV'd and then baked from the high poly individually to prevent artifacts from overlapping geometry in the bake.
UNTEXTURED LOW - POLY MESH
Head and Torso UVs :
Leg and Arm UVs :