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NPC Officer Baker

A short narrative I produced alongside my script introducing the character in the alpha. *Human form shown in project*

A short narrative I produced alongside my script introducing the character in the alpha. *Human form shown in project*

Full-body renders.

Full-body renders.

Torso & Face Renders. His head is the same mesh I featured in another project: https://www.artstation.com/artwork/4dG92

Torso & Face Renders. His head is the same mesh I featured in another project: https://www.artstation.com/artwork/4dG92

Zbrush meshes. Fine detail was left to Substance Painter to fulfill. You may notice that the equipment belt and shoes changed in the final design. I felt both needed a modernised look so swapped them out for newer, plastic tech and combat boots.

Zbrush meshes. Fine detail was left to Substance Painter to fulfill. You may notice that the equipment belt and shoes changed in the final design. I felt both needed a modernised look so swapped them out for newer, plastic tech and combat boots.

Substance Painter IRAY renders of the vest and equipment. All fine detail such as stitching and fabric fibers were left to the material to render and not the sculpt.

Substance Painter IRAY renders of the vest and equipment. All fine detail such as stitching and fabric fibers were left to the material to render and not the sculpt.

This character was created to act as a Non-Player-Character the player will encounter in the game. As the alpha takes place in a fictitious police station, it makes sense the player would come across some officers still left behind in the story. Unfortunately, all the officers were not what they once were. James Baker was built as a template for other male officers in the game and is featured here still in his human form.

As the character is an NPC, he features significantly lower polygon detail, with fidelity concentrated into the texture maps and only a single 'complex' shader for his mustache to save on memory in the engine. All assets created by me.