Reflection & Key Learning

This project provided full experience across the entire character pipeline, from reference gathering to final rendering.

  • Major learning outcomes included:
    • building a complete high‑poly → low‑poly workflow
    • improved understanding of Baking, UV workflows, and stylised texturing
    • developing confidence in Blender, Marmoset Toolbag, Substance Painter, and Maya
  • Overall, the project successfully resulted in a fully game‑ready stylised character.

Project Overview

  • Create a game‑ready, stylised character asset using a full production pipeline.
  • Recreate Chibi Spirit Blossom Sett (Popmart x TFT) in an A‑pose for future rigging.
  • Use a combination of physical model reference, photography, and AI‑generated proportion guides.

Sculpting (Blender)

  • Followed: Blockout → Primary Detail → Secondary Detail.
  • Reference images placed around workspace; mirror sculpting used for all symmetrical parts.
  • Blockout created using simple primitives (spheres, cubes).
  • Clothing + accessories added early: trousers, belt, beads, necklace, cloak.
  • Cloak built from two planes → solidify → sculpted trim and leaf motifs.
  • Hair created using spline curves, with varied profiles for a stylised chunky look.
  • Result: Complete high‑poly sculpt ready for retopology.


Retopology (Maya)

  • Low‑poly, silhouette‑focused workflow.
  • Model divided into components:
    • Body (torso, head, trousers, feet, belt)
    • Cloak
    • Necklace
    • Hair + ear pieces
    • Left hand
  • Simplified shapes, relying on baking for fine detail (e.g., abs, muscles).
  • Extra triangles added in knees, elbows, fingers for deformation support.
  • Hair split into multiple sections (front, back, top, ear pieces) to manage strand flow.
  • Final low‑poly model preserved silhouette while staying optimised.

UV Mapping (Maya)

  • Entire model packed into one UV set for a game‑friendly workflow.
  • Seams placed along hard edges and natural colour divisions.
  • Consistent texel density across shells via Maya’s get/set density tools.
  • Large features (face, torso) given slightly higher density.
  • Hair UVs arranged in leftover space to maximise texture use.
  • Clean checkerboard test confirming alignment and stretching control.


Baking (Marmoset Toolbag + Substance Painter)

  • Mesh triangulated before baking for accurate projection.
  • Initial Substance bake showed artefacts → switched to Marmoset for better cage control.
  • Used paint offset cages for each mesh → noticeably cleaner results (especially hair + muscles).
  • AO artefacts (bright edges) fixed using two‑sided baking and manual cleanup.
  • Final maps checked and refined in Substance Painter.

Texturing (Substance Painter)

  • Fully non‑destructive layer‑based workflow.
  • Four main texture groups:
    • Body
    • Cloak
    • Hair & ears
    • Face
  • For most details base colour → variation → curvature highlights
    • gold details enhanced with stretched grunge maps
  • Cloak patterns created using mirrored spline masks.
  • Hair textured with gradient sections and reflective edge highlights.
  • Face built using spline masks, anchor points, gradients, and soft‑light blush.
  • Left hand assigned a translucent material, set up in Maya.

Lighting & Rendering (Arnold)

  • HDRI‑based scene with three‑point lighting:
    • Key light (left)
    • Soft fill lights
    • Strong backlight for pronounced rim highlights
  • Custom hexagonal platform modelled and animated for a clean turnaround.
  • Additional close‑up renders using camera bookmarks (muscles, belt, face).
  • Final composite image created with a different HDRI and aiShadowMatte for clean backplate shadows.

Final Outcome

  • A fully game‑ready, stylised character model with clean topology, accurate silhouette, and polished textures.
  • Structured presentation including:
    • turnaround passes
    • wireframe / UV / beauty passes
    • close‑ups
  • Strong demonstration of a complete game asset pipeline.

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