Gonzalo Cano

3D Modeler

Non-project character models. These are mostly done through a Zbrush hi-poly model baked onto a retopologized low-poly version.

These models target different polycounts for a variety of supports, but with a low polycount and a animable topology in mind.

Zbrush used for sculpting and retopology, 3Ds Max for some geometry adjustments, Marvelous Designer (on some of them) for clothing basic hi-poly, uvLayout for uv mapping, Substance Painter for texturing, Photoshop for tweaks and Marmoset Toolbag for preview and renders.

  • reyPrev09
  • reyPrev8
  • ratmanProf
  • ratmanWhole
  • ratmanTurnaround
  • ratmanFace
  • ratmanRear
  • faeThief_wireframe
  • faeThief_textured
  • faeThief_persp