The Base Mesh
The base mesh was kept as lightweight as possible
while preserving essential forms,
resulting in a final character of approximately 170k polygons.
Armor elements were created using subdivision workflows,
while ropes and leather straps were modeled using curves and modifiers.
Details
Textures were kept as detailed as possible to support a grounded,
realistic look.
Additional layers of dirt and subtle blood splatter
were applied to enhance storytelling.
Armor seams were created in Substance Painter
using a puckering effect to emphasize material
tension caused by straps and bindings.