“Tharok Kuldelver”

Dwarf Fighter

Role: Playable Hero | Race: Dwarf

  • Software: [ZBrush, Maya, Substance Painter]

Character Overview: A stout and resilient fighter, Tharok is designed to be the frontline brawler. His design emphasizes weight, durability, and a lifetime of combat experience.

Tharok presented a unique challenge regarding silhouette and hard-surface integration within a VR environment.

  • VR Optimization: Because the game supports VR, the model had to be very optimized in order for the game to run smoothly.

  • Props & Budget: Fitting the character, bulky armor elements, and various weapons into a shared 13k poly budget required strict optimization. To maximize texture resolution within these constraints, I utilized symmetrical UVs for the majority of the assets.

    To avoid the artificial "mirrored" look, I strategically alternated between symmetric and unique UV shells. By keeping specific focal points and wear-and-tear asymmetric, I was able to break up the repetition and maintain a natural, organic appearance despite the aggressive reuse of texture space.

  • Design Translation: I focused on exaggerated proportions to ensure his silhouette remained readable from a distance, despite his compact stature.

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Dragonborn Paladin