Coffin Nailer - Undead vigilante

Once again based on the fantastic artwork of Jesse Turner, this rendition of the Coffin Nailer is the first time I've attempted a PBR stylised workflow for a character.
Baked into a 18k mesh from upwards of 850,000k on the high poly, and equiped with 2 texturesets at variable sizes ranging from 1-2k, I think it's come out rather well from a technical standpoint!
Using Substance Painter for the vast majority of the texturing meant what would usually take days of handpainting over any generated maps to get a stylised look, took only a few hours and achieves the simple, clean look I was after, as opposed to embellishing every minor part of the character with handmade details.

Using Marmoset 3 for rendering and Photoshop for compositing, I can 100% say I can justify the leap to Toolbag 4 as there were some minor gripes with setting up a pipeline to PS but otherwise was painless to mirror the concept.

Thanks again to Jesse for permisson to use the concept, if you want to see the orignal and more head to: https://www.artstation.com/artwork/yb9KJ5 or https://twitter.com/jouste

Wireframe of the Nailer himself, posed with his backpack using a modified CAT rig with 2 extra tails to link the pistols.

Wireframe of the Nailer himself, posed with his backpack using a modified CAT rig with 2 extra tails to link the pistols.

Wireframe of the backpack system, posed with a custom CAT rig

Wireframe of the backpack system, posed with a custom CAT rig

High poly sculpt: While the backpack would need little complex sculpting, the Nailer himself was rather straightforward beyond the skull and cap, needing only a fraction of the overall time spent.

High poly sculpt: While the backpack would need little complex sculpting, the Nailer himself was rather straightforward beyond the skull and cap, needing only a fraction of the overall time spent.

As the skull sculpt came out so nicely, I thought I'd include a render from Zbrush just for it. Starting from a super basic basemesh was helpful, but the lower jaw and seating teeth inside was by far the hardest bit!

As the skull sculpt came out so nicely, I thought I'd include a render from Zbrush just for it. Starting from a super basic basemesh was helpful, but the lower jaw and seating teeth inside was by far the hardest bit!