















Retopology / UV stage was done to create an optimized mesh loop and UV. Then we baked details from the high poly to the low poly model, got a Normal Map, Ambient Occlusion and Cavity.





For the texturing we used specular / glossiness pipeline because it’s more suitable for stylized characters than PBR. Firstly a Diffuse map was drawn, then Specular, Glossiness and Emissive maps were improved.















