Ume Swordswoman - Final Render

Character done for training purpose.
Modelisation was done in Zbrush except for the hair, which were done in Maya.
The base textures, like the different type of leather, cloth, hair, grass and leaves was done in substance designer then reworked in painter. The skin was done only in painter.

Lightning and Ambience 01.

Lightning and Ambience 01.

Ambience 01  Other Shot.

Ambience 01 Other Shot.

Lightning and Ambience 02.

Lightning and Ambience 02.

Ambience 02  Other Shot.

Ambience 02 Other Shot.

Back side and Ivy details.

Back side and Ivy details.

Close up.

Close up.

Close up.

Close up.

Turnable - Ambience 1.

Turnable - Ambience 2.

Marmoset Viewer

Wireframe to whom that may interest. I've been a little lazy and slopy for the pedestal, with massive use of decimation master. Something I wouldn't do in production.

Wireframe to whom that may interest. I've been a little lazy and slopy for the pedestal, with massive use of decimation master. Something I wouldn't do in production.