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:
![](https://us.v-cdn.net/5021068/uploads/editor/ne/nug68tmf2ynj.jpg)
Messing with bodyshapes, you can see how I stray to something bulky or chubbed up...and just wanted to do something different...
![](https://us.v-cdn.net/5021068/uploads/editor/ms/tycdttqe5ig5.jpg)
And eventually landed on this, which is way more humanoid with some elongated proportions.
![](https://us.v-cdn.net/5021068/uploads/editor/3u/wltrw6y4s15j.jpg)
First pass at clothing though MD
![](https://us.v-cdn.net/5021068/uploads/editor/2s/m9ikd77wxfnb.jpg)
Roughing out details of his cybernetics and overall look in a concept sculpt
![](https://us.v-cdn.net/5021068/uploads/editor/z3/aaek63jh0q85.jpg)
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...
![](https://us.v-cdn.net/5021068/uploads/editor/jo/af9potr9oeld.jpg)
Color Tests using Polypaint.
![](https://us.v-cdn.net/5021068/uploads/editor/r8/m7jsmptax10o.jpg)
Cleaning up the concept to be more manageable in ZBrush -
![](https://us.v-cdn.net/5021068/uploads/editor/0n/hlhuqv3upjzf.jpg)
Getting the model ready for actual sculpting work...generally a cleaner mesh to work with and starting to sculpt in features for real:
![](https://us.v-cdn.net/5021068/uploads/editor/dl/wj9dbtyybfvw.jpg)
![](https://us.v-cdn.net/5021068/uploads/editor/51/v81ww2b26q2u.jpg)
![](https://us.v-cdn.net/5021068/uploads/editor/ca/pah7zfe28b3c.jpg)
Ready for retopo :
![](https://us.v-cdn.net/5021068/uploads/editor/tu/rm33nfn1r1dc.jpg)
Low poly goodness.
![](https://us.v-cdn.net/5021068/uploads/editor/0n/4z4s5p5btgyf.jpg)
Bakes from Knald
![](https://us.v-cdn.net/5021068/uploads/editor/po/wvlce2zgmudn.jpg)
Testing materials in Marmoset
![](https://us.v-cdn.net/5021068/uploads/editor/hb/o9ocbo10fgj5.jpg)
Testing fur renders in Marmoset:
![](https://us.v-cdn.net/5021068/uploads/editor/p9/v9kfpedustpc.jpg)
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:
![](https://us.v-cdn.net/5021068/uploads/editor/lt/tuot3ef5gkwj.jpg)
![Image: https://us.v-cdn.net/5021068/uploads/editor/qo/nhx9yeg5syc1.jpg](https://us.v-cdn.net/5021068/uploads/editor/qo/nhx9yeg5syc1.jpg)
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.