Hi guys,
So my goal is to become a 3D character artist in the game industry and I really love the more realistic styled games such as Dragon Age Inquisition, Mass Effect 3, Uncharted 4, Assassins Creed unity etc etc.
So I'd like to focus on learning how to make realistic characters.. But I'm not sure on how to approach this.
I'm comfortable with anatomy, UVing and need to brush up on retopology.
I bought Quixel (which I'd like to learn) and have a trial for Marvelous Designer as I read it's used often.
Any advice would be greatly appreciated
Edit : I forgot to mention that I'm also comfortable using Zbrush.
Replies
Other than that, creating a character isn't all that different from creating a complex asset, just a lot more Zbrush involved.
I'm just not entirely sure where I go from Zbrush to achieve that realistic style game model. I understand the workflow of what needs to be done, but.
I will make a start on getting basemeshes done and retoping them
you are comfortable with all that, so do it, everything else is experience
show your steps, get feedback, apply what you agree on
The biggest thing is to just keep trying. It's a tough road, characters are difficult and complex, but its not impossible.
As far as the Uncharted character goes, new Drake started as several scans combined into one base mesh, which Frank Tzeng did a lot of nice sculpting on. You can buy head scans from things like Ten24 if you want to get used to that, though I would recommend just doing it yourself from a dynamesh sphere or something.
Then Drake's clothes were made in Marvelous designer, and then sculpted on again. Thats a tough tool to get used to, but its awesome if you can get it down. Still needs to be cleaned up in zbrush most of the time though.
You can check out Frank's tutorials as well on gumroad: https://gumroad.com/frank_tzeng_art
They're worth checking out. I'd also look into Raphael Grasetti's: https://gumroad.com/grassetti
Good luck mate, and the other thing is to post your work on polycount obviously Then we can all learn from each other.
Basically, just do it. Human brains are amazing in figuring out patterns and finding out the most effective way to do something. Don't expect to finish fast and expect to spend a lot of time learning as you go, even if you think you know what to do. Don't be afraid to do tests and experiment as much as you can.
@Jfitch I've done plenty of anatomy studies and practiced faces so I think I'm all good there..
I have the MD trial, but finding tutorials or sewing patterns seems difficult.. feels like I've looked everywhere on google and found very little results.
I also have Raf Grasettis tutorial, one of the best investments am always referring back to it if I need help.
@Ahoburg Yup, expecting to finish fast is definitely something I need to disregard.
I've picked a concept, nearly finished on creating the base mesh then going to experiment with MD.
Would anyone happen to know a rough estimate of the tri count I should aim for when retoping?
Yeah, I've had similar issues. Basically you need to look up how to actually sew the real version of the clothing you're looking for...usually there's a few people out there on youtube doing that kind of thing.
As far as tri-count goes I wouldn't worry about it. You can search the wiki here for information, but tri counts for games like uncharted 4 are hitting levels like 50k tris.
I usually don't stress it and it comes out to around 10-20k. If you feel you need to go lower you can always cut back.
Wow 50k!
I'm assuming that would be just for the main characters though?
Again, don't take this as an excuse to go batshit on your polycount, but don't worry too much and start culling useful loops if you go over your self-imposed 20k limit is all.
Just keep practicing. More faces! Finish fullbody character projects all the way through, to low poly/texturing/beauty renders. Look at other people's progress. People can give you tips, but in the end they're only clues to help you cobble together your own personal workflow. Looking foward to seeing more work from you.
http://artbypapercut.com/
It uses gumroad as service, so you need a credit card to download them (even if you keep the value at $0).