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Wasteland Scavenger - Game Ready Character

Wasteland Scavenger is a game-ready character created in Unity 6 URP. My goal was to build a realistic, grounded apocalyptic character that reflects the wear and tear of the wasteland in both her design and materials, with a subtle hint of mutation. I wanted her to read well in both first-person and third-person while still staying optimized for real-time use.
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I handled the character design, outfit creation, texturing, shader work, hair creation, Marvelous Designer simulation, rigging, lighting, and final presentation. The body is a fully custom mesh with emphasized muscle groups defined with extra edge loops, and topology marked and to make wrapping to future sculpts easier and more consistent.
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The hair was made in Blender using Hair Tool and Geometry Nodes. The hair textures were also baked and adjusted in Blender as part of that process.
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Topology Count:
Full Character + 2 Full Res Weapons + First Person Shoes and Gloves - 225k Tris
Hair - 27k Tris
Outfit and Accessories - 61k Tris
First Person Gloves - 13.5k Tris
First Person Shoes - 7.8k Tris
Body (Emphasized Face Topology) - 43k Tris
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Texture Sets:
Plate Carrier
Outfit
Accessories (Including Pistol and Mags)
Straps, Leather, and Tape (Trim Sheet)
Broken Glass
(Skin, Eyes, Brows, Eye Blend, Mouth)
Hair
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Credits:
Background pallet by Quixel
Background car: Renafox - Dirty Lada (lowpoly from scan)
AK74U and AK mags by PStudio, minus the tape (AK Mags were repacked into Accessories Texture Set)

Zbrush Sculpt

Zbrush Sculpt

Marvelous Designer Starting point

Marvelous Designer Starting point

Rig (Blender)

Rig (Blender)

Outfit (With Accessories) - 61k Tris
First Person Gloves - 13.5k Tris
Shoes - 7.8k Tris

Outfit (With Accessories) - 61k Tris
First Person Gloves - 13.5k Tris
Shoes - 7.8k Tris

Hair - 27k Tris

Hair - 27k Tris

Full Character 
(With Two Full Res Weapons)
 - 225k Tris

Full Character
(With Two Full Res Weapons)
- 225k Tris

Custom BodyMesh Emphasized Muscle groups with extra loops and marked them for easy Wrapping to new Sculpts

Also made the UVs as square as possible to maximize texel density

Custom BodyMesh Emphasized Muscle groups with extra loops and marked them for easy Wrapping to new Sculpts

Also made the UVs as square as possible to maximize texel density

Reference and Inspiration

Reference and Inspiration