Philip sanchez render01c
Philip sanchez turnaround still


Philip sanchez turnaround still wire

Turnaround (Wireframe)

Philip sanchez render02
Philip sanchez image5 detail
Philip sanchez texturelayout

Texture Breakdown

Philip sanchez image1

Youtube Turnaround

Sectoid ReDesign (Game Resolution)

"Good luck, Commander"

I would only be rendering one character (instead of dozens, like in the XCom games), so my focus was more on visual fidelity than tight optimization. I wanted to push the details as far as I could, so I ultimately used 4 texture sets and the Substance Suite for a crisp, final model.

As I started texturing, I pulled heavily from the original game’s designs, but I was also heavily inspired by “amphibious” skin: the wet, translucent material struck me as both fragile and alien—perfect for the look I was going for. (Plus, the Sectoid’s implants and Psi energy probably generate lots of heat: which also fit well with the glossy, "sweaty" look I was going for)

Final Polycount: 10,390 Triangles
Texture sets: 4 (head, arms, torso, weapon)

*ZBrush: Modeling
*3D Coat: Retopology and UV layout
*Modo: Miscellaneous
*Substance Painter: Texture painting
*Marmoset Toolbag: Texture baking and Rendering
*Photoshop: Final compositing

More artwork
Philip sanchez 2016 06 23 man renderthumbPhilip sanchez render thumb