
Hey!
Anachronos needs a silhouette that reflects his size, since i am imagining him being a boss of about 5 m tall i needed to add a lot of polies. I still wanted to stay within the 100K Polygon count. I gave him 8 texture sets. He is not completely symmetrical so i laid out everything non-overlapping. No mirroring UVs this time :).
To find the texel density for him to hold up in a game i use a guideline of 512*512 per meter which is a regular density of modern AAA titles. So if you create a 1*1m plane and apply a 512x512 pixel texture you have a benchmark to work towards when finding your texure sizes. In this case 2K.
I have not rigged and skinned for years so it was time to dust off that knowledge and give him a base rig. This way it will be easier to find an interesting pose for him. Check out this tutorial for fundamental rigging. It is really cool and complete: https://www.youtube.com/watch?v=8UeAZxMkpo0&list=PLf3iHyoRN9Qbs6hOgq-WsuywOVmV_-H81
Next Post will be about texturing....
I have always been a fan of Nicola Saviori´s Anachronos for Blizzard´s Hearthstone, so i sculpted him in ZBrush and the plan is to also texture and present him in Unreal. I tried to stay as close to the concept (or rather illustration) as possible as an exercise. This one took a while and probably still will, since it is happening in my spare time after work, but i am looking forward to every bit of it.

Nicola Saviori´s wonderful illustration: