Old school character creation process

Here’s a character I made, and here is the process for creating an old-school (last gen, no normal maps) character for a Wii game for Red Fly:

His proportions are different from the concept because he had to be made to fit an existing rig and skeleton.

Concept (by Thomas Szakolczay)

brute_concept

Model

UV layout

brute_UVs

Grayscale underpainting in ZBrush

Texture process in Photoshop

Grayscale underpainting, then add color and levels to skin, then color and levels on armor, add scars and final touchups for final diffuse map.

brute_tex_underpaintingbrute_tex_skin_color_levels brute_tex_skin_armorbrute_tex_diffuse_final

Model with diffuse map

brute_model_diffuse

Similar process for creating specular map using same grayscale underpainting, adding grunge, noise, patterns, and especially bringing out edges to describe form.

brute_tex_spec

Model with specular component only

brute_model_spec_only

Final model w/ both diffuse and specular components:

brute_model_final