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Agent Kruger (Desert) Breakdown

Original post :
https://www.artstation.com/artwork/lDy4lY
Game Artist article :
https://gamesartist.co.uk/agent-kruger/
https://www.artstation.com/artwork/LRnR2k

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22 materials
219.6k tris

Softwares :
-ZBrush, Marvelous Designer, Maya for modeling (95% of the modeling was done in ZBrush; only the pants and the corps’s cloth were made in Marvelous Designer, with some hard surface pieces in Maya (subd))
-Maya for Retopo and UVs
-Substance Painter
-Marmoset for baking
-Unreal for the final render
-Davinci Resolve for post-process
-Photoshop for various tasks and post-process
-Xgen Legacy

For a more indepth breakdown (UE5 Lookdev,Texturing, Xgen, Modeling, Camera, Lighting...), check out the Game Artist article : https://gamesartist.co.uk/agent-kruger/

For a more indepth breakdown (UE5 Lookdev,Texturing, Xgen, Modeling, Camera, Lighting...), check out the Game Artist article : https://gamesartist.co.uk/agent-kruger/

The [EYES] are simply the 3 metahuman eye materials : lacrimal, eyeball and ao

The [EYES] are simply the 3 metahuman eye materials : lacrimal, eyeball and ao

Descriptions : 3 beard - 1 eyebrow - 1 eyelashes - 1 fuzz - 5 hair

Descriptions : 3 beard - 1 eyebrow - 1 eyelashes - 1 fuzz - 5 hair

Overall texture breakdown

Anchor + Stencil based

Anchor + Stencil based

Dirt layers breakdown

Face timelapse

Main reference

Main reference

Posing "timelapse"

"Post-post-process" breakdown

Foreground and background blurs were introduced in every renders to convey a sense of depth. This was generated 100% in Unreal using the camera by adjusting the depth of field and focus plane settings. So no post process for this.

Foreground and background blurs were introduced in every renders to convey a sense of depth. This was generated 100% in Unreal using the camera by adjusting the depth of field and focus plane settings. So no post process for this.

Scan cleaning and sculpting steps

I just noticed how messed up the neck skin was.. Fortunatly the t-shirt was covering it

I just noticed how messed up the neck skin was.. Fortunatly the t-shirt was covering it

Little rework of the high poly shoulders pads I did. I started with zBrush "Dynamic" cloth simulation then refined by sculpting.

Little rework of the high poly shoulders pads I did. I started with zBrush "Dynamic" cloth simulation then refined by sculpting.