@Pav3d If you have the time, could you give a breakdown on how to get such clean, realistic lighting in marmoset?
Its a very simple 3 point lighting set-up. You use the sky as your Fill light, an omni positioned near the head as a Key Light and an omni behind him as a Rim Light. The global illumination setting adds nice reflections and bounced lighting (but slows everything right down :P )
Wow !! Great Details, Pav3d the amount of details is Insane !! and your workflow is nice, love the textures so far. i was wondering how do you make the detail for the swords handle in zbrush ? is it using IMM ? do you mind sharing your workflow on that ? Thanks !~
Sure! Heres a breakdown of that:
Ive attached the brushes I created for this if you want to try
This is looking insanely good, just a stupid question: how did you split up the texture sheets of the clothes and how many (if more than one)? Curious to know how you retain the detail so well from the high poly.
It uses a lot of texture sets, in order to keep all of the patterns and details from becoming blobs :P Armour upper, armour lower, body upper, body lower, belt dagger, belt sword, head, eye, arm cloak, chainmail, hair, eyebrows/eyelashes mouth, base.
this looks amazing! to bad his sword is so short for a 2 handed on... the quillons should reach at least up to his belt for it to look accurate and up to his breast if you want to show this sword have been tailor-made for him.
Seeing bits of bots of the lordling around polycount, I always found each update to be really insightful and top-notch. Thanks for sharing, and glad to see it finally wrap up.
Thanks for breakdowns along the way. Stuff like this is invaluable to me. If by chance you recorded some or all of the process, I'd be happy to purchase a copy on gumroad.
Also want to mention that I appreciate the final pose. Whether you meant to or not, the cross legged, somewhat delicate looking pose is very typical of the period. Much of what modern western culture would identify as effeminate (the dainty pose, frilly costumes and floral designs, form fitting leggings, etc), was the height of masculinity in archaic european culture. Anyway, I thought that was an excellent finishing touch.
The ornament work is amazingly clean! I remember using your Bloodborne fanart as a reference. Can I ask how did you do this part of the armor? Did you use boxmodelling, sculpted the eagle and the feathers as a different mesh and then tried to make them fit as close as posible to the amor?
Pav do you remember that medieval character we worked on for a polycount art challenge ages ago? Think it was a bald dude with halberd, which you ended up finishing. You've come on leaps and bounds since then, great work man
EDIT: He is in your folio, so of course you remember
Thanks for breakdowns along the way. Stuff like this is invaluable to me. If by chance you recorded some or all of the process, I'd be happy to purchase a copy on gumroad.
Also want to mention that I appreciate the final pose. Whether you meant to or not, the cross legged, somewhat delicate looking pose is very typical of the period. Much of what modern western culture would identify as effeminate (the dainty pose, frilly costumes and floral designs, form fitting leggings, etc), was the height of masculinity in archaic european culture. Anyway, I thought that was an excellent finishing touch.
Sadly I didnt record any of the process, but that is something Ill consider doing for my next project
Im really glad you pointed this out as its exactly what I was going for with this character, I used paintings of lords and kings as inspiration for the pose, as well as victorian medievalism for the romanticised medieval setting, but still trying to keep it quite grungey and dirty. Thank you
The ornament work is amazingly clean! I remember using your Bloodborne fanart as a reference. Can I ask how did you do this part of the armor? Did you use boxmodelling, sculpted the eagle and the feathers as a different mesh and then tried to make them fit as close as posible to the amor?
Thanks!
I did several paint overs, before settling for one that I used as an alpha, which I applied to the mesh. then I essentially traced it using the chisel brush, saving a morph target before so that the intersections would be nice and clean, and also so I could "erase" any overlaps. Its what I did for the majority of the engravings. I had a theme in mind, and then did paintovers before committing to sculpts.
Pav do you remember that medieval character we worked on for a polycount art challenge ages ago? Think it was a bald dude with halberd, which you ended up finishing. You've come on leaps and bounds since then, great work man
EDIT: He is in your folio, so of course you remember
Haha yeah I remember, seems like a lifetime ago, thanks man
Hey man this looks sick. Can you recommend any tutorials that show the basic method you use the create the armor, and more specifically the secondary and tertiary details on it? I know the basics of pulling polygroups off of the model and retopologizing them to create basic hard edge armor in Zbrush. I know you used 3DXmax? I've never used it. So I'm just not sure if it's possible in Zbrush and if you know of any tutorials that show a similar process. Thanks.
Hey man this looks sick. Can you recommend any tutorials that show the basic method you use the create the armor, and more specifically the secondary and tertiary details on it? I know the basics of pulling polygroups off of the model and retopologizing them to create basic hard edge armor in Zbrush. I know you used 3DXmax? I've never used it. So I'm just not sure if it's possible in Zbrush and if you know of any tutorials that show a similar process. Thanks.
Hey Kgizzi, I used just basic high poly modelling methods in 3ds max, I cant think of any specifically describing armour creation, but theres lots of youtube videos on modelling guns that use the same methods. The details are sculpted in zbrush using alphas. What really helped was sculpting the general shape of the armour in zbrush, and then decimating it, and then bringing it into 3ds max to essentially trace over it
Hey Stexara, so the belt was made in 3ds max, subdivided and brought into zbrush. I mainly used this as a reference. The mesh itself is quite simple, I let the subdivisions do all the hard work :P
The metal insets are sculpted in zbrush and then turned into an insert brush, and placed along the belt. Meant spending a long time making sure they were evenly spaced (im sure theres a better way of doing it :P ) The pattern on the sides was just an alpha I drew in photoshop.
In general with this project there was a lot of back and forth between zbrush and 3ds max, making concept sculpts in zbrush, decimating and rebuilding them cleanly in 3ds max, and then bringing them back into zbrush for a final detail pass.
This is awesome @Pav3D, the hair is amazing! I cant believe no one has asked about the hair yet,may i ask for a breakdown of that and how you achieved such smooth results
This is awesome @Pav3D, the hair is amazing! I cant believe no one has asked about the hair yet,may i ask for a breakdown of that and how you achieved such smooth results
Thanks! Sure! Its a combination of two tutorials, This one for creating hair cards in Zbrush. And then nimlot26's hair tutorial
specifically on how he uses splines in 3ds max to have a lot of control over the cards, it really helped on areas like the curls and to generally give the hair cards a more natural feel. Heres a gif I made.
As for rendering the hair in Marmoset, its not an exact science... honestly for me its a lot of guess work till it looks correct :P I recommend this tutorial for that.
Also some people were asking for wireframes on the Artstation. So here they are:
Thanks @CaesarAlbertus ! is there anything in particular you want broken down/more info on?
How do you approach the texturing of the face, been working on a personal project and you result is awesome Amazing result by the way : )
Hey thanks so I start with a base skin texture all over with a colour fill and some starting mottling and blemishing using grunge and noise fills.
Then the main part is the colour zones of the face. I create a fill of colour (red, greens, blues, yellows etc) and in the mask colour in the desired areas (ie: red for cheek areas, yellow for boney areas, etc).
Roughness is handled seperately in its own group as the colour zones of the face do not affect things like sweating and oily skin.
I use 2 brushes, a very soft cloudy brush and a slightly more noise cloudy brush with low opacity on both.
Replies
Its a very simple 3 point lighting set-up. You use the sky as your Fill light, an omni positioned near the head as a Key Light and an omni behind him as a Rim Light. The global illumination setting adds nice reflections and bounced lighting (but slows everything right down :P )
Sure! Heres a breakdown of that:
Ive attached the brushes I created for this if you want to try
It uses a lot of texture sets, in order to keep all of the patterns and details from becoming blobs :P
Armour upper, armour lower, body upper, body lower, belt dagger, belt sword, head, eye, arm cloak, chainmail, hair, eyebrows/eyelashes mouth, base.
other than that, it looks flawless to me
Also want to mention that I appreciate the final pose. Whether you meant to or not, the cross legged, somewhat delicate looking pose is very typical of the period. Much of what modern western culture would identify as effeminate (the dainty pose, frilly costumes and floral designs, form fitting leggings, etc), was the height of masculinity in archaic european culture. Anyway, I thought that was an excellent finishing touch.
Can I ask how did you do this part of the armor? Did you use boxmodelling, sculpted the eagle and the feathers as a different mesh and then tried to make them fit as close as posible to the amor?
EDIT: He is in your folio, so of course you remember
Haha yeah I remember, seems like a lifetime ago, thanks man
https://us.v-cdn.net/5021068/uploads/editor/r9/hdq65gdhhyll.jpg
I cant believe no one has asked about the hair yet,may i ask for a breakdown of that and how you achieved such smooth results
you are the man!
Cheers !!