This character was created to study stylized anatomy and to continue practicing with the Advanced Skeleton rigging plugin. It also helped me improve my workflow with XGen, especially in managing file paths—something that had caused issues in the past due to poor organization. For this project, I focused on being more structured to avoid those errors.
I started sculpting in ZBrush, using references from various 2D artists. I reused parts from a previous project (gloves, belt, suit), which I adapted to the new body using ZWrap. Then, I did the retopology in Maya and set up UVs using UDIMs to keep everything within a single Substance Painter file.
For the face, I used a scanned human mesh, adapted with ZWrap to capture some realistic detail. The cape was created in Marvelous Designer to achieve natural folds. Since this was a personal project not intended for animation, I only rigged the model for posing. Renders were done in Arnold.
Later on, I created a new texture set to test some hand-painted materials from Substance Painter. You can see that version in the final video.
Software used: ZBrush, Maya, Substance Painter, XGen, Arnold, Marvelous Designer, ZWrap.