Riot Girl

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RiotGirl is something of testbed for techniques and new engines. The first RiotGirl model I did was a player model for the original Unreal Tournament. When skeletal animation was added to UT, I reworked her again to take advantage of the technology, and ended up releasing the first player model to use custom skeletal animations in UT, thanks to Epic for letting me play around and test the ActorX plugin.

The version you see below is a hybrid. Originally started out targeting Unreal Tournament 2004, I resurected the project when I wanted to learn zbrush. Really making things difficult for myself as the model really didn't have the topology to be imported straight in, and I was sculpting detail to work with the diffuse map I had created some time ago.

I then used her as a test-bed for shader creation using ShaderFX in MAX, and then finally duties when I was playing around with the image-based lighting provided by the Marmoset engine.