This was a cosmetic outfit created to be sold in ArenaNet's MTX (Micro Transaction) store. Face and skin were created by other artists.
Asset has four customizable dye channels . 1024k texture sheets used. Tri Count: 17,613. The high poly was sculpted in ZBrush. It was retopologized in 3DCoat. UVs and finishing touches to make the asset a game ready mesh were made in Maya. Textures were authored in Photoshop.
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This was a cosmetic outfit created to be sold in ArenaNet's MTX (Micro Transaction) store. Face, hair and skin were created by other artists.
Asset has four customizable dye channels . 1024k texture sheets used. Tri Count: 18,453. The high poly was sculpted in ZBrush. It was retopologized in 3DCoat. UVs and finishing touches to make the asset a game ready mesh were made in Maya. Textures were authored in Photoshop and Substance Painter.
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This was a cosmetic outfit created to be sold in ArenaNet's MTX (Micro Transaction) store. Skin was created by a different artist.
Asset has four customizable dye channels . 1024k texture sheets used. Tri Count: 17,760. The high poly was sculpted in ZBrush. It was retopologized in 3DCoat. UVs and finishing touches to make the asset a game ready mesh were made in Maya. Textures were authored in Photoshop and Substance Painter.
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This was a cosmetic outfit created to be sold in ArenaNet's MTX (Micro Transaction) store. Skin was created by a different artist.
Asset has four customizable dye channels . 1024k texture sheets used. Tri Count: 19,840. Majority of the asset was refit from the male version. New pieces were sculpted in ZBrush, retopologized in 3DCoat. UVs and finishing touches to make the asset a game ready mesh were made in Maya. Textures were authored in Photoshop and Substance Painter.
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This was a cosmetic outfit created to be sold in ArenaNet's MTX (Micro Transaction) store. Face, hair and skin were created by other artists.
Asset has four customizable dye channels . 1024k texture sheets used. Tri Count: 16,492. The high poly was sculpted in ZBrush. It was retopologized in 3DCoat. UVs and finishing touches to make the asset a game ready mesh were made in Maya. Textures were authored in Photoshop.
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Personal project. 3D concepted and sculpted in ZBrush. Alpha details created in 3ds Max.
Charcoal, master copy after Carlo Dolci
Charcoal, master copy after Charles Gleyre
Graphite, master copy after Andrew Loomis