I was the Senior Character Art Outsource Manager for this asset. I provided guidance to outsource vendors throughout the development process, giving feedback and making adjustments using Maya, Zbrush, and Substance Painter. After the outfits were approved, I further refined the textures in Substance Painter and integrated the models into Unreal, ensuring they looked great in-game.
This character in particular was extremely involved and required an entirely new mesh and texturing process. I created the base mesh and provided sculpting adjustments for the high poly, before taking it in house and applying the final polish. For the texturing process, I did the majority of the linework by hand as well as the final application of pools of color. It was important to find the right balance of flat color and baked-in lighting. This ensured that the model would render properly with the new toon shader.