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Kain full Front Done


Recreation of the GlyphX Kain model used in the opening cutscenes of the Soul Reaver games. Model started in 3D-Coat, finished in Zbrush. Retopologized in 3D-Coat. Polypainted in Zbrush, finished texturing in Photoshop. Normal Maps, generated mostly in Zbrush with a couple blended in from 3DS Max. Maya for smoothing normals. Rendered in Marmoset Toolbag 2. Metalness maps for metal items and Kain's skin; specular and gloss for all other items.

Final low polygon count: 55,000 (will probably be worked down further when all parts are combined to animate)

From the album:

The Hylden's works

  • 5 images
  • 4 image comments

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Thanks. When I started this model months ago, I had some major issues. This is my first model, so I wasn't prepared for them. Not sure if I would have been even if I had more experience.


On the previous build of 3D-Coat, the brushes like crease clay were adding just way too much dynamic tessellation and the polygon count of my model was soaring. Other issues like holes and tears in the mesh became unbearable to deal with. Trying to close/fix them would lock up the program for a half an hour, or more. I did a first version of this model where this happened, and I was given some advice on how to better prepare the model in surface mode, which I did, and yet it still happened a second time, so I had no choice with a model over 36 million polygons on just the head and upper torso (something like 100 million for all parts), but to chop it up and finish it in Zbrush, where I'd have control over what division level I was at. Decimation in 3D-Coat, at least on those builds months ago, did not preserve the detail to my liking.


The other reason ties into this, in that I always was going to have to take it into something else to texture it, because I wanted to go higher than 2k textures on this and my license for 3D-Coat is an education license. I don't have the money for the full license, unfortunately.

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