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The Morrigan

Sculpted in Zbrush, game mesh and UVs in Maya, bakes with xNormal and textures with Photoshop and Deeppaint, and finally rigged and skinned back in Maya.


The rig uses an IK spline for the spine and IK/FK blending switches for the arms and feet. For the cloth it uses Maya Hair dynamics to drive the cloth bones. Not the best solution, but good enough given the time constraints.


Game engine was Unrealengine3 so shader creation was handled there. The turnaround for this entire project was very short so time was very limited on each part of the creation process. On avarage, for each character i had about 2 weeks time for the entire process.


On this character, my tasks included



-UVs, Bakes and Texures

-Rigging and Skinning and cloth solution

-Engine Implementation

Click on images for larger version


Copyright © 2017 Pedram Karimfazli, unless stated otherwise. All other artwork is shown with permission.