Hey @OtterBlotter ! Thanks for the kind words, means a lot to me
I brought the skin diffuse 90% of the way with standard polypainting in ZBrush. After that, I tweaked it a bit in Photoshop and Substance Painter. For the roughness map, I did it in Photoshop using composits of a Cavity map and a Displacement map (baked in ZBrush). If I were to redo it all again, I'd try doing it entirely in Painter following Magdalena Dadela's workflow.Hope that helps
I was going to wait a bit more but... Update time!
Here's the current status in Marmoset. I'd say it's almost there but I'll probably do a polish phase once I'm done with the hair.
Speaking of hair, I've joined Adam Skutt's GAI class and got started covering that bald head! Here's a quick first pass, still super WIP using only one strand texture made in XGen. It's a really fun process overall but super time consuming.
A couple more hair screenshots as I start setting this up properly in marmoset. The number of cards is quite limited for now and will probably double at the very least.
Unfortunately I woke up to a computer that refused to boot this morning. Might take a few days of fixing before I can get back to this bust The good part is the files were not stored on it so the project is safe.
Man this looks great. I dont know if i'm reading it right but it kinda looks like the surface is pretty smooth but the pores and details are more in the gloss map. Such a nice way to add detail but keep it stylised.
Also he's kinda like Junkrat in real life mixed with a model
@DMacDrawsThanks! Actually the surface details like pores are in the normal map as well. I'm not doing anything particular compared to a standard "realisitc" workflow. @kreativbloc Thanks you! @Asura Thanks Asura! I guess it's one of the cool things with the Dishonored art direction. I'm planning to add a little more colour break ups when I go and do a final pass on the skin at the end. @andrelopes Cheers! Yes I joined the hair for games class. It's a really solid course and I learned a lot. Definitely recommend it.
I decided to take a break from the hair (sort of) and start tackling the eyebrows and eyelashes. These are incredibly tedious which makes me wonder if my approach is ineffcient (placing cards for hours long). However, I'm starting to get some results so I guess I'll just keep going For eyelashes, I just did one row of them to test the process. I like where it's going but I think I'm going to add a lot more individual hairs to make some of the clumps thicker because they are barely visible even in close ups.
Love the appeal and how it's looking, GREAT job!!!! Perhaps, I would pay some attention to this areas, look too dark where the hair merge with the skin. Maybe make darker the skin on these areas, just with an AO or just play with the alpha on this hair cards.
@nastobi123 Thanks man! @volaille Agree with you. I'm not sure what is causing this exactly but I believe it might be the resolution I'm taking screenshots at which is making the dither transparency noisy @leopnaranda Thanks buddy! I'll do a full breakdown for the character once I'm done @hectorsdors Thanks a lot dude! The whole haircap is placeholder and I will iterate on it once I have placed cards on the temples and defined the hairline in that area. Hopefully that should fix this issue!
Played a bit more with the eyelashes and decided to go for blonde lashes as it suits the weirdness of the character quite well. They're not 100% there yet but I'll now move to the hair on the temples in order to get a better feeling for the finished piece asap.
Hey, looking real nice there! Good job. The only thing I find oddly distracting is the skin's roughness. You might want to either detail it a bit more or just tone it down a tad! Can't wait for more
Hey Ouran you have done a great job so far, but personally I feel the style on the tiniest hair details and the rest of your character does not match well. The zoomed in screenshot is what I am mostly referring to. As the level of details on the eyelashes and the eyebrows are way higher than the skin complexity, and even the facial secondary details. And when compared to the clothing it looks like two different styles entirely in my opinion. Maybe if you made each strand a little bigger and make them have the same chunky feeling as the rest it could work with your current hair cards? It is all my opinion though and I might be totally wrong when it is all pulled together. Keep it up man!
@Biqz Thank you You have no idea how much I can't wait to be ther too!
@Scythe Thank for your feedback Scythe. I'll give a last round of tweaking to these sliders when I have my final lighting setup. I wanted to go for a slightly sweaty look but I'm not sure it works as intended on the super close up screenshots.
@Nuclear Angel Hey thanks for your feedback! This is something that has been bothering me as well. It's not a deal breaker for me right now so I won't redo the eyelashes/eyebrows because I want to finish this project asap. However, I do think there's room for revisiting this aspect one day and going for a more stylized look to the hair.
Talking of hair... I haven't updated this for a while so here's the current status. I redid the scalp and worked mainly on the hair on the temples. Also rerendered the textures to have nicer colors. There's still a few things to be done, especially regarding the transition from the long hair strands to the scalp but the end is in sight!
Here is the final version of the bust. Definitely learned a lot on this one and can't thank enough the people who were kind enough to offer their feedback. In the weeks to come I'm planning to make more renders with different moods as well as a couple of breakdowns to show my process.
I've got some feedback from some friends so I went back and did a couple of tweaks to the textures and revisited the lighting. Also, I made a couple of breakdowns to explain the low poly hair process as well as how I made the tattoo texture.
I should also mention once more that I took a class on hair with Adam Skutt and that the workflow I'm sharing here is by no means as in depth as what students learn in his class. If you're interested in learning more about it, I'd recommend you take his class. One more resource I learned a lot from, Tarkan Sarim's XGen patreon which is a gold mine of knowledge on hair.
Looks amazing man! I love the tattoo the only thing that I think you could have done better is maybe make the tip of the ears a bit thiner. but besides that she loks awesome.
I was also wondering if you ran into any specular problems when rendering hair card with the alhair shader. for some reason half off all my hair cards are ignoring specular.
@Sunray I Thanks a lot man. Yes I have run in that problem and the only solution I found was to render with a perspective camera with a very high focal length. For some reason this issue seems to come from orthographic cameras. However it's inconsistent and I've had times where the ortho cam would work, I'd restart my computer and then it wouldn't work anymore. So yeah, just setup a perspective cam that will give you almost the same result as a front facing ortho cam.
Great work ! Thanks for very handy breakdowns. Btw if you use topology brush and before you apply it, you make you the draw size = 1, your topology mesh won't have thickness
Oh wow! Last time visited this thread, you were still in the sculpting phase. The character turned out great! Also thank you for going through the trouble of creating all these breakdowns.
Replies
I brought the skin diffuse 90% of the way with standard polypainting in ZBrush. After that, I tweaked it a bit in Photoshop and Substance Painter. For the roughness map, I did it in Photoshop using composits of a Cavity map and a Displacement map (baked in ZBrush). If I were to redo it all again, I'd try doing it entirely in Painter following Magdalena Dadela's workflow.Hope that helps
I was going to wait a bit more but... Update time!
Here's the current status in Marmoset. I'd say it's almost there but I'll probably do a polish phase once I'm done with the hair.
Speaking of hair, I've joined Adam Skutt's GAI class and got started covering that bald head! Here's a quick first pass, still super WIP using only one strand texture made in XGen. It's a really fun process overall but super time consuming.
Unfortunately I woke up to a computer that refused to boot this morning. Might take a few days of fixing before I can get back to this bust The good part is the files were not stored on it so the project is safe.
Also he's kinda like Junkrat in real life mixed with a model
When you say, "joining Adam Skutt Gai class", you mean the hair for games? Do you like it?
@kreativbloc Thanks you!
@Asura Thanks Asura! I guess it's one of the cool things with the Dishonored art direction. I'm planning to add a little more colour break ups when I go and do a final pass on the skin at the end.
@andrelopes Cheers! Yes I joined the hair for games class. It's a really solid course and I learned a lot. Definitely recommend it.
I decided to take a break from the hair (sort of) and start tackling the eyebrows and eyelashes. These are incredibly tedious which makes me wonder if my approach is ineffcient (placing cards for hours long). However, I'm starting to get some results so I guess I'll just keep going For eyelashes, I just did one row of them to test the process. I like where it's going but I think I'm going to add a lot more individual hairs to make some of the clumps thicker because they are barely visible even in close ups.
Perhaps, I would pay some attention to this areas, look too dark where the hair merge with the skin. Maybe make darker the skin on these areas, just with an AO or just play with the alpha on this hair cards.
Love the sculpt you made!
@volaille Agree with you. I'm not sure what is causing this exactly but I believe it might be the resolution I'm taking screenshots at which is making the dither transparency noisy
@leopnaranda Thanks buddy! I'll do a full breakdown for the character once I'm done
@hectorsdors Thanks a lot dude! The whole haircap is placeholder and I will iterate on it once I have placed cards on the temples and defined the hairline in that area. Hopefully that should fix this issue!
Played a bit more with the eyelashes and decided to go for blonde lashes as it suits the weirdness of the character quite well. They're not 100% there yet but I'll now move to the hair on the temples in order to get a better feeling for the finished piece asap.
Can't wait for more
@Scythe Thank for your feedback Scythe. I'll give a last round of tweaking to these sliders when I have my final lighting setup. I wanted to go for a slightly sweaty look but I'm not sure it works as intended on the super close up screenshots.
@Nuclear Angel Hey thanks for your feedback! This is something that has been bothering me as well. It's not a deal breaker for me right now so I won't redo the eyelashes/eyebrows because I want to finish this project asap. However, I do think there's room for revisiting this aspect one day and going for a more stylized look to the hair.
Talking of hair... I haven't updated this for a while so here's the current status. I redid the scalp and worked mainly on the hair on the temples. Also rerendered the textures to have nicer colors. There's still a few things to be done, especially regarding the transition from the long hair strands to the scalp but the end is in sight!
Here is the final version of the bust. Definitely learned a lot on this one and can't thank enough the people who were kind enough to offer their feedback. In the weeks to come I'm planning to make more renders with different moods as well as a couple of breakdowns to show my process.
There's a bunch more images on my Arstation: https://www.artstation.com/artwork/1G0Gq
Cheers
I should also mention once more that I took a class on hair with Adam Skutt and that the workflow I'm sharing here is by no means as in depth as what students learn in his class. If you're interested in learning more about it, I'd recommend you take his class. One more resource I learned a lot from, Tarkan Sarim's XGen patreon which is a gold mine of knowledge on hair.
I was also wondering if you ran into any specular problems when rendering hair card with the alhair shader. for some reason half off all my hair cards are ignoring specular.
@Sunray I Thanks a lot man. Yes I have run in that problem and the only solution I found was to render with a perspective camera with a very high focal length. For some reason this issue seems to come from orthographic cameras. However it's inconsistent and I've had times where the ortho cam would work, I'd restart my computer and then it wouldn't work anymore. So yeah, just setup a perspective cam that will give you almost the same result as a front facing ortho cam.
Last time visited this thread, you were still in the sculpting phase. The character turned out great!
Also thank you for going through the trouble of creating all these breakdowns.