Aloy (Horizon Zero Dawn Fan Art)

Aloy Front View (Rendered in Arnold)

Aloy Front View (Rendered in Arnold)

Aloy Left View (Rendered in Arnold)

Aloy Left View (Rendered in Arnold)

Aloy Right View (Rendered in Arnold)

Aloy Right View (Rendered in Arnold)

Marmoset Scene For 360 Viewing

Polygon Breakdown.

Polygon Breakdown.

Textures Breakdown. The Multi-Channel map consists of Ambient Occlusion, Roughness and either Metallic or Scattering maps (Depending on the texture set)

Textures Breakdown. The Multi-Channel map consists of Ambient Occlusion, Roughness and either Metallic or Scattering maps (Depending on the texture set)

Rigging Breakdown. I originally modeled Aloy in a T-pose, and then used a rig to control the pose, as well as used blendshapes to control the facial appearance

Rigging Breakdown. I originally modeled Aloy in a T-pose, and then used a rig to control the pose, as well as used blendshapes to control the facial appearance

UV Overlapping. For the pieces of clothing that were hanging, both the front and the back faces share the same UV space (as seen in this example). This method optimizes the space in the texture set, and gives a sense of depth to the clothing

UV Overlapping. For the pieces of clothing that were hanging, both the front and the back faces share the same UV space (as seen in this example). This method optimizes the space in the texture set, and gives a sense of depth to the clothing