Parasite Soldier Next Gen Version based on MGSV
Marmoset Toolbag. Head 12K and 1x 2K map

Marmoset Toolbag. Head 12K and 1x 2K map

Marmoset  Close Up 2. All textures were made by PS

Marmoset Close Up 2. All textures were made by PS

VRay Render by my friend and colleague Hansoo Im

VRay Render by my friend and colleague Hansoo Im

Head 12K Gasmask 6K Headphone 6k Triangles

Head 12K Gasmask 6K Headphone 6k Triangles

85K Triangles 4 x 2K map ( Head, UpperBody, LowerBody, Gears )

85K Triangles 4 x 2K map ( Head, UpperBody, LowerBody, Gears )

Marmoset - Upper Body 32K - Lower body 16k - Gears - 13K Triangles

Marmoset - Upper Body 32K - Lower body 16k - Gears - 13K Triangles

Marmoset HDRI High Res render

Marmoset HDRI High Res render

Ligting and Pose Test

Ligting and Pose Test

Lighting Comparison

Lighting Comparison

B&W Marmoset Mood Concept

B&W Marmoset Mood Concept

XSI Skinning - Basic Weights were transferd by using Gator and  I manually tweaked later by using this animation cycle

XSI Skinning - Basic Weights were transferd by using Gator and I manually tweaked later by using this animation cycle

Painted textures + CrazyBump I wish I was familiar with Substance Painter back than

Painted textures + CrazyBump I wish I was familiar with Substance Painter back than

Shaded - Diffuse Color - Wireframe Softimage XSI

Shaded - Diffuse Color - Wireframe Softimage XSI

Wireframe - Full poly Budget around 85.000 Triangles

Wireframe - Full poly Budget around 85.000 Triangles

In movement - XSI I had to make sure none of the hard surface streching and straps not clipping into the body

In movement - XSI I had to make sure none of the hard surface streching and straps not clipping into the body

Heads with  different HDRI Lighting in Marmoset

Heads with different HDRI Lighting in Marmoset

Marsmoset Back View

Marsmoset Back View

LookDev Photobash

LookDev Photobash

Zbrush Side View - I used both scans and high res photos to extract fine surface details

Zbrush Side View - I used both scans and high res photos to extract fine surface details

Work in Progress XSI - OpenGL Shader. I used Ultimapper for Normal maps adn Occlusion map.

Work in Progress XSI - OpenGL Shader. I used Ultimapper for Normal maps adn Occlusion map.

Long story short. I already posted most of the pictures and they made the 2000 likes... I was tired and idiot enough to hit the delete project button instead of the delete picture one. Turned out there is no way to restore it. So if you guys liked it once I'd really appreciate if you could do it again. I posted a few new pictures because I feel really bad posting the same stuff again. Like Gif anim about the skinning, move cycle and lighting too .
I was fortunate enough to create art for the Metal Gear Online portion of Metal Gear Solid V. I created this character almost 3 years ago as a part of my training at Kojima Production LA. I had the pleasure to make my own in-game character based on the amazing Yoji Shinkawa's Concept art while I was trying to learn as much as possible about Fox Engine, Shaders, XSI Rig. This character was never officially a part of MGSV, Unfortunately 3yrs ago I wasn't familiar with Marvelous D or Substance Painter.So this stuff is as old school as it gets