Finally finished my latest project, Hound! The concept art is by the very talented Chengfang Luo, please check out their work! https://www.artstation.com/artwork/NGmgzN
The dog companion and the gun were created using a subD workflow in Maya, whereas the main character was sculpted in ZBrush.
I also learned and used Topogun for the first time when retopologizing the main character. It was such a smooth and user friendly experience, honestly not sure if I'll ever go back to Quad Draw :P
The lowpoly was baked using Marmoset Toolbag, textured in Substance Painter, rigged in Maya and finally rendered in Unreal Engine 5.
Rigging was definitely a learning process, and I'm sure there are areas where I can improve the skin weights, but all in all, I think it got the job done. As for the surrounding environment, the assets were downloaded from the FAB library and PolyHaven for free.
Black Cartoon Outline:
Because I intended to create multiple poses including blendshapes for facial expressions, I didn't want to use the "transform local Z + reverse normals" method to create the outline. Instead, a simple overlay material was created in UE5 which is outlined in the images. This let me freely pose, check and tweak the character positions without the headache of exporting a new inverted mesh.
Thanks for coming by and checking out my work!