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Mortal Kombat X - Quan Chi

I did the zbrush sculpt for Quan Chi, and concept was done by Justin Murray http://www.justinmurrayart.com/Home.html

This guy was a lot of fun to sculpt. He took about two and half work weeks to finish. Two weeks for the overall sculpt, but there is generally a period of 2-3 days where the Art Lead (Aaron Hall) & and Art Director (Steve Beran) make final changes or tweaks. Sometimes what works in concept art doesn't always hold up well in 3D.

This is a keyshot mockup I did prior to the game mesh creation.  It served as inspiration for a lot of things.  This is decimated sculpt, with UVs, and polypainted textures.

This is a keyshot mockup I did prior to the game mesh creation. It served as inspiration for a lot of things. This is decimated sculpt, with UVs, and polypainted textures.

Clown Pass

Clown Pass

Blood Pass

Blood Pass

Beauty Render

Beauty Render

BackGround

BackGround

Early light test and colors to get a feel of what made him more "creepy"

Early light test and colors to get a feel of what made him more "creepy"

Early light test and colors to get a feel of what made him more "creepy"

Early light test and colors to get a feel of what made him more "creepy"

Mortal Kombat X: Quan Chi Trailer

For most character approvals we generally do a quick post mockup.  I generally scrap our base body because their proportions fits with our rigs and create my own to make posing easy and anatomically correct.

For most character approvals we generally do a quick post mockup. I generally scrap our base body because their proportions fits with our rigs and create my own to make posing easy and anatomically correct.

I generally move the bulk of my pieces using transpose master, but will cater to individual pieces so they conform with the body's posture and balance.

I generally move the bulk of my pieces using transpose master, but will cater to individual pieces so they conform with the body's posture and balance.

Different pose variation I did.

Different pose variation I did.

This is the final head we used for Quan Chi - reminiscent of his old look with a new flair.

This is the final head we used for Quan Chi - reminiscent of his old look with a new flair.

This was his prior head.   I had referenced Yul Brynner for the most part.  I always thought he had a cool old school villain look.

This was his prior head. I had referenced Yul Brynner for the most part. I always thought he had a cool old school villain look.

Chest skull,  It was originally designed so that the eye flaps would open and projectiles would be shot that way, but it didn't happen.  There is a full skull under that top portion.

Chest skull, It was originally designed so that the eye flaps would open and projectiles would be shot that way, but it didn't happen. There is a full skull under that top portion.

I went crazy with details, and put things we couldn't have now in our game like fabric fuzz.

I went crazy with details, and put things we couldn't have now in our game like fabric fuzz.

I enjoyed this and used Wez from Mad Max for reference.

I enjoyed this and used Wez from Mad Max for reference.

A lot of this stuff never gets seen up close in game, but I still enjoy  zbrushing all the cool details.

A lot of this stuff never gets seen up close in game, but I still enjoy zbrushing all the cool details.

Side metal pieces for his leather flaps.

Side metal pieces for his leather flaps.

Again not much of this gets seen up close, but I enjoy sculpting it.

Again not much of this gets seen up close, but I enjoy sculpting it.