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FPS Project Enemies - Zbrush/Blender/Unity

Monsters sculpted in Zbrush, retopologized in Blender, textures baked, the low-poly model was later rigged and animated. They were later imported into Unity where a prefab was created with custom materials, scripts and animator controller.

Monsters sculpted in Zbrush, retopologized in Blender, textures baked, the low-poly model was later rigged and animated. They were later imported into Unity where a prefab was created with custom materials, scripts and animator controller.

Detail in Zbrush

Detail in Zbrush

3D commission, made in Zbrush -low poly version retopologized version imported into Unity 3D- with custom materials and lighting.

3D commission, made in Zbrush -low poly version retopologized version imported into Unity 3D- with custom materials and lighting.

Zbrush version

Zbrush version

Model fully rigged and animated in Blender. Later imported into Unity with animator controller and custom C# scripts.

Model fully rigged and animated in Blender. Later imported into Unity with animator controller and custom C# scripts.

Wireframe view

Wireframe view

Model fully rigged and animated in Blender. Later imported into Unity with animator controller and custom C# scripts.

Model fully rigged and animated in Blender. Later imported into Unity with animator controller and custom C# scripts.

More enemies sculpted in Zbrush, normal map and base color were extracted from the hi poly model and baked to the retopologized model. Same color scheme as the main enemy model as they were supposed to be minions.

More enemies sculpted in Zbrush, normal map and base color were extracted from the hi poly model and baked to the retopologized model. Same color scheme as the main enemy model as they were supposed to be minions.