Game ready Vintage Kirby vacuum cleaner

Modeled in 3ds and zbrush and textured in Substance painter .

 Created my high Poly first mostly using double smoothing for certain parts and Boolean and standard retopo for others. I was careful to make certain from the start to create base meshes that had the minimum curvature I wanted in my low poly.

Created my high Poly first mostly using double smoothing for certain parts and Boolean and standard retopo for others. I was careful to make certain from the start to create base meshes that had the minimum curvature I wanted in my low poly.

From the high I started removing the Turbosmooths to get back to the basic shapes.  I then removed any extra edges and welding vertices together being careful not to destroy the silhouette.

From the high I started removing the Turbosmooths to get back to the basic shapes. I then removed any extra edges and welding vertices together being careful not to destroy the silhouette.

UVs. I went for two sets of Uvs to get a bit more resolution in this case.

UVs. I went for two sets of Uvs to get a bit more resolution in this case.

ID Mask.  Duplicated my low poly and used material ids to define my masking.

ID Mask. Duplicated my low poly and used material ids to define my masking.

In Substance painter the first thing I do is create folders with the  color id masks.

In Substance painter the first thing I do is create folders with the color id masks.

I wanted to mask the small bulb in Ue4 to give it an emissive property so I created another black and white mask in 3ds and baked it in Painter.

I wanted to mask the small bulb in Ue4 to give it an emissive property so I created another black and white mask in 3ds and baked it in Painter.

I sculpted the bag in Zbrush and exported it back to 3ds before optimizing the decimated version even further.

I sculpted the bag in Zbrush and exported it back to 3ds before optimizing the decimated version even further.

I built this organic piece in Zbrush using Zmodeler to create the base mesh and then quickly sculpted the form. Zremesher took care of the rest!

I built this organic piece in Zbrush using Zmodeler to create the base mesh and then quickly sculpted the form. Zremesher took care of the rest!