Hi everyone. My favourite thing to model is low poly handpainted characters, it's my real passion. But I'm really falling behind when it comes to more realistic next-gen workflow and I feel like my portfolio is really suffering from it - gonna try and remedy that by teaching myself how to properly use zbrush! I've only really played around in zbrush before and never done something serious.
I'm going to be creating a sort of woodland rogue character based off my girlfriend! I used her reference to practice my first face sculpt in a long time (used to muck around with mudbox a bit) and decided that I'd keep going and do a whole character. My aim for this project is to 1) learn how to use zbrush to render and create costumes; 2) learn the pipeline and create a good workflow; 3) figure out how the hell normals actually work. If I can keep up the energy I'd ideally like to finish the project by having the character rigged and game ready, rather than just leaving here as a zbrush sculpt.
Here's the face sculpt that I've done so far, I'm really happy with it because I got a great likeness.
Here's the costume design I'm going to be using, so I can focus on the workflow and not character concepting for once. I'll probably deviate in a couple of areas but I'll use this as a base design.
Replies
Keep it up :thumbup:
I had to do a body from scratch and keep the head sculpt separate for now because of the polycount on the head. My plan at the moment is to retopologize this body and the head and shove them onto each other before I bring it back into zbrush for clothes and hair and stuff. Does that sound reasonable?
Crits on proportions and stuff would be loved! Her hands and feet are a little munted at the moment since I'll fix those up in Max.
@Crazy_pixel : yeah I usually add in almost all the detail on my models through hand painting
Your model looks more like a tavern woman with more than enough ale to keep her occupied. :O
I might get some body refs of her, I neglected to do it but it would make things a lot easier!