Hey everyone, my portfolio is in desperate need of an update. I'm a big League of Legends fan, and their cinematic trailers are always so amazing so I wanted to make something in that style. I chose this concept because I think it's a pretty dramatic look for Yasuo.
Concept by
Seung Eun KimHere's what I have so far, only the face is retopologized and UV'ed, the rest is block-in:
Unfortunately, I have some gaps in knowledge for the cinematic pipeline. I just started using Mari and V-ray for the first time so I'm going to need a lot of help in both areas. Since there's so much I still need to learn, I'm going to focus on the face first before the rest of the character.
Right now, I'm messing around with rendering and the displacement maps are coming out all funny (baked from Zbrush's multimap exporter). I have no idea how to import UDIM UV's into one material, so the above images are just the first tileset loaded in. Regardless I'm not sure why there's so many artifacts, idk if it's the way my UV's are laid out, the scale of my character is off, or I just have bad render settings.
I will be updating this frequently, so CnC is very much appreciated!
Replies
some progress with diffuse, gotta figure out how to blend hard edges in painting together
after 3 long attempts trying and failing to efficently use mari to project color-corrected diffuse onto the model from 3dsk references, i'm trying to change my approach and paint the albedo manually. so far it looks right, just need to accentuate the color zones a bit more
first attempt at rendering. anything. ever. oh dear i got a lot to fix xD
color corrected most of the orange out, adjusted the field of view, and toned back the albedo for the lips and eye area. I should be able to push it further after class in a few hours, but CnC is still appreciated!
i found out that apparently zbrush doesnt use "real" 3d in its "perspective" view so i had to crank up the FOV to get the render to match my sculpt
adding more expression to his face