Stylised horse

I used two texture maps, one for the body of the horse (including eyes and mouth) and the other one for mane and tail

I used two texture maps, one for the body of the horse (including eyes and mouth) and the other one for mane and tail

Horse sculpt I made in ZBrush, which I later used as a base for creating a low poly model; Afterwards I baked the details from high poly model onto low poly model, so I could preserve the details I sculpted, while having manageable topology

Horse sculpt I made in ZBrush, which I later used as a base for creating a low poly model; Afterwards I baked the details from high poly model onto low poly model, so I could preserve the details I sculpted, while having manageable topology

Initial concepts weren't limited to only horses, as I was exploring ideas for different creatures at that time. I settled on the horse, as this is an animal that's the closest to my heart, so I wanted to learn while making it.

Initial concepts weren't limited to only horses, as I was exploring ideas for different creatures at that time. I settled on the horse, as this is an animal that's the closest to my heart, so I wanted to learn while making it.

Here are some of the references when sculpting. Two different types - on the right were the ones I used as guideline for what kind of horse I wanted to make; on the left there are some anatomy references I was using (there were a looot more of those).

Here are some of the references when sculpting. Two different types - on the right were the ones I used as guideline for what kind of horse I wanted to make; on the left there are some anatomy references I was using (there were a looot more of those).

Setup I made in Unreal for rendering - directional light together with 3 spotlights; Material setup I made uses also wireframe mask, so I could show the wireframe in quads easily, as tools that Unreal has inbuilt show a triangulated wireframe instead

Setup I made in Unreal for rendering - directional light together with 3 spotlights; Material setup I made uses also wireframe mask, so I could show the wireframe in quads easily, as tools that Unreal has inbuilt show a triangulated wireframe instead

Stylised horse

I started from making a stylised sculpt, which I made from scratch in ZBrush. Afterwards (after zremeshing it), I moved to Maya, where I created a low poly model of the horse using quad draw. Then I textured it in Substance Painter in handpainted PBR style - I was inspired by Star Stable's handpainted style, but I wanted to combine it with PBR texturing.

Working on this horse was a very rewarding process, as I got to combine my love for horses with 3D. It was great seeing it come to life and look better and better, the more I work I put into it. Star Stable is also my childhood game, so it was great to try to create something that could fit the world of Jorvik, in which I've spent hours in throughout the years.