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:
Messing with bodyshapes, you can see how I stray to something bulky or chubbed up...and just wanted to do something different...
And eventually landed on this, which is way more humanoid with some elongated proportions.
First pass at clothing though MD
Roughing out details of his cybernetics and overall look in a concept sculpt
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...
Color Tests using Polypaint.
Cleaning up the concept to be more manageable in ZBrush -
Getting the model ready for actual sculpting work...generally a cleaner mesh to work with and starting to sculpt in features for real:
Ready for retopo :
Low poly goodness.
Bakes from Knald
Testing materials in Marmoset
Testing fur renders in Marmoset:
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:
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.