It's a bit pedantic but 'How was it done?' and 'How can it be done?' are two different questions.
How was it done? Likely sculpted in Zbrush. Probably using a combination of custom alphas and brushes for the smaller details. (Possibly incorporating some remeshing or retopology steps to refine the larger shapes.)
Sculpting workflows typically focus on creating all of the larger shapes first then adding smaller and smaller details in subsequent passes. Generic sculpting brushes are fine for pushing and pulling the larger forms into shape but custom alphas make generating complex patterns and micro details a lot easier than trying to sculpt everything individually.
A quick search on ArtStation, using keywords like "God Of War Sculpts" and "The Art of God of War", shows a bunch of posts by artists that worked on the series. The basic matcap renders, descriptions, and software lists highlight different aspects of the general workflow. Some of the artists also talk about their sculpting process either on their blogs or in video interviews on the Zbrush channel.
As for how it could be done: there's also a lot of fan art and a few of those artist have full process breakdown videos. Each approach is slightly different but dovetails with a lot of what's already been suggested by other artists in this thread.
There's lots of sculpting videos on YouTube but if you want to see working professionals talk about their process then check out the official Zbrush channel: https://www.youtube.com/@MaxonZBrush/videos
Other examples of using alphas to sculpt complex hard surface details:
To keep things sharp: sculpt all of the larger shapes first then increase the mesh resolution as necessary and continue adding smaller details in passes. If there's a lot of complex or fine details in a small area then it often makes more sense to create a custom alpha so those details can be added all at once, rather than trying to sculpt each detail freehand. Especially if the details are text or repetitive patterns.
At the end of the day though, academic discussion only goes so far, there's really no substitute for practicing, posting work, and getting feedback on how to improve.
Sorry for your loss Mike. Pets occupy such a special place in our hearts. The pain of their loss is the price we have to pay for unconditional love I guess, but hold onto those 17.5 you got to share with Pinky.
E X C A V A T I 🔴 N ™ | GoldSrc | Europa sub-surface bio-research station & other progress |
The image shows one of the interiors of what would be a quite large bio-research station on Jupiter's moon Europa, with a surface and this sub-surface level containing crust-suspended modules. For those curious to see an in-game tour of both the interior and exterior of the WIP sub-surface level, visit: https://youtu.be/Tda1dt628GA?t=163
E X C A V A T I 🔴 N ™ | GoldSrc | A GoldSrc descent into retro-sci-fi |
This is a test scene created out of curiosity to see how a retro-futuristic setting would look like with the same high-fidelity pixelated graphics and on the same engine. A possible setting for a sequel or an independent GoldSrc game. An extensive in-game tour of it can be seen here: https://youtu.be/7yGBNK-rjec?t=23
This is all early work in progress so suggestions are welcome, here or on YT.
So assuming that you already have a design sheet for the character you want to model, with a little bit of studying of the original models you'll be able to match their execution style. Unlike Arcsys style models, Genshin Impact and ZZZ characters are actually fairly simple as they don't rely on any advanced UV trickery, just regular texturing.
Hi, I'm working on a game and would like to work with a 3d artist to make 3d models. I would be able to send 1800 dollars for first commission. I don't put deadlines for as long as at least some progress is made every week. To start for the beginning of next year. The game will be gacha/open world/mini-games with a huge part of it being about dating, so I would need an artist that can make attractive models. I don't search any realistic style, but not too cartoony either. Something like the models of AFK Journey would be perfect. I would need Human/Furry/Monster models. Contact me if you're interested. Have a great day.
Hello everyone, I'm making one of the most hated characters of the second season of the Arkane series again. I still think that she was not treated fairly at all. She is sweet, kind and responsive!!! At the end of the series, she did not betray, it was revenge for treason!
P.S. since the Arcane is now a multiverse, its variation of appearance is due to the Zaun. - Всем привет, снова делаю одного из самых ненавистных персонажей второго сезона сериала Аркейн До сих пор считаю что с ней обошлись совсем не честно. Она милая, добрая и отзывчивая!!! В конце сериала она не предавала, это была месть за измену!
p.s. так как Аркейн это теперь мультивселенная, то ее вариация внешности получилась из Зауна.
Not done any 3D work in a while so you'll have to bear with me as I find my feet again. Quick test I did this morning as I work out my workflow in Blender. Ignore the body as I'm still blocking things out. My daughter wants us to make a point and click adventure together so I'm trying to find a way of doing things that I can knock out quickly. She is writing and giving me doodles to turn into stuff. This is the head of an I.M.P Forensic Minion. Because of course it is. She doesn't want it low poly, but its too much work to do much higher than PS2 level ish. I've been out of the game so long I don't know what the term for that is. I heard someone call it mobile, but that sounds like an insult even if I get what they mean. Anyone know what the term is?
so figured out a resonable workflow for making boots/shoes etc. could
still optimise the final boot baking mesh further, but works ok obviously
the panels just get removed for the final bake, as they are all non
destructive. slightly high poly, but ok for modern hardware I think will then do a substance pass , adding stitches etc