“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.