Hello, polycount. So after a few failed attempts at making realistic skin in previous projects, I decided to make a sculpt to test out realistic skin and hair textures, and how they work inside a shader.
Since I've been playing Dishonored recently, I decided I would try and make Emily Kaldwin, since I really like how the ingame model also combines realism with cartoony features, to create a unique style.
Up to this point I've just been messing around Zbrush trying to block out the head, and make it look as close as
possible to my reference (Which is considerably shit, since I can't find any good ingame screenshots of the mesh, just a glimpse of the face in the teaser trailer and some concept art).
For now I tested a super fast render in Substance painter, with a new light rig I set up in Marmoset.
I'll post updates as I finish the next stage.
(First image is the most recent update)
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And a really basic marmoset render.
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Aslo baked some hair strands from zbrush and made a few hair cards. For the moment I still have to find a way to give the hair more volume without using a billion hair cards.
-To start off, I changed the facial expression to a typical relaxed pose (I want to possibly try blendshapes later)
-Did a few tweaks on the face
-Got rid of the handpainted zbrush skin texture (It ended up looking weird, without having the possibility to modify layer blend modes)
-Made a quick body mesh and retop'd it, and started added clothes based on the original concept art