A low-poly character I made for a digital character assignement for University. I focused on first creating a drawn concept of how the character’s form would look and then drafted several design iterations of clothing/hair/ear types.
I then box modelled it in 3DS Max and used several models seen on Sketchfab to draw inspiration on how to do the hair, tail, eyes, ears and leg to torso topology. For the hair I used a plane method and then created a full 3D mesh around the skull. For the eyes I decided to go for a stylised inset approach with the iris themselves being a plane inside the socket.
For texturing I used baked AO, Curvature and world space normal maps to give a stylised looka and then hand painted further detail into areas such as her top, shorts and handbag.
Her topology on her arms and shoulders are not great and are an area for improvement as well as creating her in a better pose to be rigged for future reference.
Comments