This rendering of Mega ManX was the first Realtime rendering I did in Unreal Engine. It served to understand and connect the workflow between various tools and a real one. Mega Man is in my opinion one of the best platform games of all time. It is also a memory of my children and one of the one of the triggers to having decided study design. I feel a very special affection towards this great character. I think it was a perfect starting point.
In this case, the work in zbrush was very interesting, since this tool is known for its great development capabilities on organic surfaces. But in the case of Mega Man, it is the opposite, as it is generally made up of hard surfaces. Modeling hard surfaces in ZBrush was a great challenge, where erasing the project and starting from scratch became routine.