Hello Everyone. I thought I would take some time to post a project I am working on. I was very inspired by Nils Ruisch (
https://www.artstation.com/nilsruisch) model of the witcher and the Witcher tutorial of William Pare Jobin (
https://www.artstation.com/artwork/geRqx)These two models really made me realize how important that that final polish is to a character, And II will be taking this model as far as I possibly can to create a truly finished piece for my portfolio. So I will be posting my work here in a kind of progress breakdown. I have a few questions as to how to take this model to that final polish level so please bare with me guys.
I'm hoping some of you Character Art gurus can help me out!
Here is the concept ( done by the amazingly talented Hunter Schulz artstaion:
hunterschulz.artstation.com )
Replies
This has been my progresson.
1) I started with a basemesh and blocked the shapes and focused on the proportions
2) Then continued working with the proportion until i got near where I wanted to be.
3) with the primary proportions blocked in I began modeling all the hard surfaces/ belts with Zmodeler continuing to refine the underlying geometry
Other than just sculpting it, how should I go about taking this into marvelous designer and create a clean working mesh?
And is that even an acceptable workflow?
I would appreciate some hot tips cause I am feeling kind of stuck.
I will give that a try and pose some results. Last night I took the pants mesh off him and just left the belts and boots. then started bulding the skirt from scratch in marvelous. It took a little bit of tinkering but I was getting fairly solid results. I will try the way in the video as well though, one may be easier than the other for this.
Thanks for the share!
Do you think everything is reading correctly? I'm still kind of sculpting it up but wanted to share the results I got
It has been awhile since I've updated this thread, I got busy on some irl things as well as an anatomy study I've been doing through CGMA. But now I'm back on this project in my free time! I recently finished the "block in stage" and am now looking to move forward into full on secondary, tertiary detail sculpting.
Is there anything that jumps as totally incorrect or unbelievable about this character? I'm aiming for this to look and feel as functional as possible.
@NinjaSocks I will fix the area between the two belts since it definitely is lacking weight and compression there in some ares, especially on the backside.
I've attached a fairly Hi res image which should allow ya'll to take a close look at the surface details. My main mission for this portion of work was to get all the various materials reading correctly before I take into substance and get to work on proper texturing.
I'm nearly done with the modelling for this guy. Just need to work up his battle hatchets. Then its on to retopo and texturing. And of course the portrait and hair work. What are ya'lls thoughts? Whats working/ not working how can I improve it/ Thank you for your feedback!
Thanks for the reply!
But I just wanted to say, thanks for this breakdown. So many tutorials exist for sculpting in zbrush, but nobody talks about the part of the work that is the least intuitive and can be the most frustrating -- the organization!