Hey all. I've been posting this guy a lot on the WAYWO thread, as well as bugging people on Twitter, and just wanted to give all of my work in progress shots a place to live together on Polycount.
The idea behind the character was to make a sketchy looking, non-bulky (my usual go to for personal projects), npc that could fit in a cyberpunk setting.
The Final:
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Messing with bodyshapes, you can see how I stray to something bulky or chubbed up...and just wanted to do something different...
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And eventually landed on this, which is way more humanoid with some elongated proportions.
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First pass at clothing though MD
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Roughing out details of his cybernetics and overall look in a concept sculpt
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More detailing and trying different garments - eventually went thinner and not bulky because it gave a more interesting silhouette and, again, didn't want to do my usual thing...
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Color Tests using Polypaint.
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Cleaning up the concept to be more manageable in ZBrush -
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Getting the model ready for actual sculpting work...generally a cleaner mesh to work with and starting to sculpt in features for real:
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Ready for retopo :
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Low poly goodness.
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Bakes from Knald
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Testing materials in Marmoset
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Testing fur renders in Marmoset:
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Trying different lighting schemes and eventually ended up with the top image - wanting to convey the mood of a character who hide sin the shadows without obscuring too many details / hiding things:
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Replies
EDIT: now that I look at it closer it does look like its layered.
@Ged - For no hair on his face, I just thought it would be creepy. I was actually toying with giving him big brows and a goatee, like a literal goat, but thought it might look too "wise." MD is really a love hate thing for me, when it works it's awesome, when it doesn't I feel like lighting my computer on fire. I generally take it to a point where any more noodling would be faster in ZBrush and am effectively making a really detailed base mesh. It's just hard to wrap my head around sometimes, because to me it's less "artistic", but it's super fast for getting a base down...then once I have it near where I want, I export, weld holes, add thickness using polymodeler (Zremesh if I need to..Project details if I need to as well), then sculpt away..which at that point is basically just mid to high frequency details.
@lotet - It's just a bunch of cards. I made them using fibermesh based on a basic ring of the same shape...all a shared texture. Really nothing fancy, bit the blending method needs to be cutout or dithered, otherwise you'll have sorting issues.
Ged - Yeah, I think a misconception is that it replaces sculpting altogether...which generally isn't true. I use it effectively like scan data - it speeds things up, but still isn't perfect.