Andor Kollar Soviet Officer smoking ww2Andor Kollar Soviet Officer, smoking ww2, military hat on head
The character of the WW2 soldier was designed for a game. For design, I used the original World War 2 soviet uniform and soldiers’ equipment from reference photos. The basic high polygon mesh for this work was created in Maya and then sculpted in ZBrush. Marmoset Toolbag rendered the final images. I used PBR shaders and textures to really bring this character to life.

Andor Kollar Soviet Officer Soldier full body uniform hat ww2
Andor Kollar Soviet Officer Uniform belt holster buttons Soviet Officer Rank gold red star Andor Kollar Soviet Officer Hat with Soviet Badges with Red Star Soviet Golden Button Soviet military Boots ww2

ZBrush BPR renders

Andor Kollar Soviet Officer Head with Hat in ZBrushAndor Kollar Soviet Officer Uniform full body in ZBrushAndor Kollar Soviet Officer Uniform full body in ZBrush Andor Kollar sculpted Head in ZBrush

Andor Kollar Soviet Officer Head with Military Hat in ZBrush
Andor Kollar Soviet Officer Head with Military Hat in ZBrush

Andor Kollar sculpted ww2 soviet military trousers and boots in ZBrush Andor Kollar trousers close-up fabric details in ZBrush Andor Kollar sculpted ww2 soviet military boots in ZBrush

Modelling workflow. The base high polygon control mesh and UV map were created in Maya and the details were sculpted in ZBrush, for micro details I used NoiseMaker with custom fabric textures. Then the low polygon geometry was created in 3ds Max, textured in Photoshop, rendered the final images in Marmoset Toolbag.

Modeling workflow, high polygon, ZBrush, low polygon
Soldier base mesh of a Soviet military uniform in MayaSoviet hat, holster and belt in MayaHolster and belt in MayaHolster in Maya3d soviet badges red star in Maya3d Soviet Button in MayaSoviet Rank in Maya
Wireframe images

Andor Kollar smoking Soviet Officer Soldier wireframe Game Character Soviet Officer Soldier wireframe

The character contains about 39 000 polygons (triangles). Head, body, and hat have separate PBR texture sets (albedo map, normal map, specular map, metalness map, glossiness map, opacity map, occlusion map) – (4096 x 4096). For a more realistic result in Marmoset Toolbag I used SSS (Subsurface scattering) shader, the shader has translucency and fuzz map. The transmission map was made in Knald.

Game character PBR textures set
2015