"Rudra-baahu" (Rudra = Anger, Baahu = Strength)
Introduction: Rudra-baahu is my first heroic mythological character concept I have worked on. I aim to create a
heroic mythological buffed character. It has demi-god strength and a mace as a weapon. I am heavily
inspired from the famous game character “Kratos” from “God of War” video game and also specifically
“Hanumaan” character from Great Indian holy scripture “Ramayana” both these characters possess
demi-god strength and fights the greatest battles in their saga. This inspired me and gave me an idea
to create my own character with certain similarities from both mentioned characters., such as face
look from kratos but personality more inclined towards hanuman. Another reason to choose a buffed
character was to learn and work on human anatomy in real time 3d to create semi-realistic character,
in this way I can fuse my anatomy learning and using it to create a heroic character.
Background: “Rudra-baahu” is an ancient immortal Hindu warrior which has been hidden in unknown location of
Himalayas / forbidden forest/ Shambala (beyond human reach) and will not reveal his appearance
until 3102 BCE when the grand war between “Kalki” (Vishnu 10th incarnation) and the “kali” (most
powerful demon of this age of darkness “Kali-Yuga”). The main duty of the Rudra-baahu in this
mission is to restore righteousness (humanity and dharma) as he is immortal to fulfill his sacred duty
at the end of dark age. As he is a power fragment of Lord Shiva (a.k.a. God of Destruction), he has
demi-god strength and brute power, as a weapon he holds a Mace which also has some mythical
powers to it (draining energy of the opponent). In this age of darkness, he will fight with army of
powerful asuras, demons, betaals, corrupted rulers which possess half demi-demon strength infused with dark
magic.
Process (briefly): I created my high-poly model (rudra-baahu and Shiva statue) from scratch in Zbrush and then did retopology in Maya to create Low-poly models (quad-draw and zremesher), once I was happy with it, I did UV's in Maya and baked the textures in substance 3d painter. For animation I used Accurig to create a simple relaxed animation and then exported all meshes and textures to Unreal Engine, I imported other assets from fab market place to create shiva temple environment. furthermore, I used photoshop and marmoset toolbag for render templates and renderpasses.
Rudra-baahu immortal Warrior and devotee of Lord Shiva ( character with enviorment)
Rudra-baahu high-poly character turntable in Zbrush