Even though I've got some final-looking presentation pics, I'm open to critiques and general feedback for this character.
I'm going to complete a character every week or two for the next two or three months (pretty ambitious for me) in my free time, and Bazooka is the first one.
Brief explanation of my process:
-ZBrush: dynamesh character from adaptive skin (from ZShperes) til proportions are blocked out, then convert and sculpt normally, getting into the 6-8 million poly range
-ZBrush > 3DCoat: decimate the high poly, bring into 3DCoat, auto-retop by guiding it with masks (areas to keep density), and strokes (to template the edgeflow)
-Maya: bring retop into Maya to clean up n-gons, fix any issues that come with auto-retop. Then UV the new base mesh
-Maya > ZBrush: bring base mesh into ZBrush with original subtools, project detail using the morph brush (for better control) begin polypainting
-ZBrush, Maya, XNormal: bake out maps using ZBrush and/or XNormal, test the look in Maya, make adjujstments (probably could have skipped the use of Maya and gone straight into Marmoset, but I was still tweaking the base mesh with last minute sculpting decisions)
-Marmoset Toolbag: throw in assets, add Materials, play with IBL, render out game-engine pics
-Photoshop: also used previously for texture work (exported maps from XNormal/ZBrush into Photoshop, compositing work etc). Used Photoshop for final beauty and presentation shots.
If there is anything you see outdated or wrong with this process, I'm always open to improvement!
Thanks for checking it out!
Mike-
The Imgur album shows my progress shots throughout the process-
http://imgur.com/a/eKWRg
Replies
http://imgur.com/a/iVnLT
Not sure if imgur is the right setting for a tutorial, if there is a more acceptable method, let me know and I'll move it there-
Mike
I also took him back into ZBrush and with Transpose Master gave him a new pose, though at about 85% of the way in, it broke (gave the error "No Matching Data, Subtool Skipped").. so I did the pose twice!
I'll be wrapping him up and moving on to the next character by the weekend-
I've attached some reference, as well as my current progress.. enjoy :poly123:
The objective is to get this piece 3D printed as a solid color, so the textures won't matter for that.. I just have to find some tutorial on how to turn this multi-subtool into a print-ready .stl
The texture work is for portfolio presentation.. Even though I don't have to bring this mesh down to game-rez, I may do it just to go through the process and have another animation-ready piece.. could be cool!
I really like the sketchfab plugin on this forum, so I included a 3d turntable of the finished model here :poly136:
[SKETCHFAB]79ea1a182a074aae823800ed3fa26615[/SKETCHFAB]
As for my next piece, I'm going to try to do something a little different. I've been getting a lot of consistent feedback that my texture work is pretty so-so. In order to work on that, I'm going to do a photo-realistic head. Several years ago I started a Robert DeNiro sculpt, so I'm brushing it off and completing it.
Any crits and comments are welcome, thanks!
REFERENCE:
I did a really quick (bad) auto-retop in 3DCoat, so the underlying topology is pretty bad to start with, but I think there are major forms I'm getting wrong and just can't identify them.
Anyways, here are some screenshots out of Marmoset.
Let me know if you think I should just make a separate 'De Niro' post if it's getting confusing with this thread..
As far as De Niro it looks like him but it is off though. Looks like its the silhouette. In pics it looks like his head is suppose to be more square until it hits the top of the jaw line. It also seems like the face should be slightly longer but that could be because you haven't made the hair yet.
The side profile seems off too, but I am not sure. I would say easiest way to fix these issues will be to use a flatshader and get a few more reference photos and try to line up the silhouette. It already looks like him it just looks like the silhouette needs adjusting.
I like the stylized fur tutorial, much appreciated!
@Bedrock, you are not the first person to point that out, it was totally unintentional glad you like the tutorial-