Most recent update (hair mesh/textures belongs to Adam Skutt, currently working on my own):
Hi Polycount!
Been working for a while on a model of the Twelfth incarnation of the Doctor. It was partly to have a more realistic model in my portfolio (since it's all cartoony right now), but also because I'm pretty bummed that there hasn't yet really been a decent Doctor Who game when the franchise is so dang perfect for one!
Anyways, here is the sculpt (sorry, my rendering skills leave a lot to be desired ha):
I am currently working on texturing the low poly in Substance Painter and setting it up in Marmoset, starting with the head.
The render in Marmoset so far:
I will be creating the hair using Adam Skutt's hair tutorial. I've currently been working on the model with the hair completely nicked from his tutorial so the model doesn't look so creepy, but it gives a rough idea of how the hair will look once I've done it myself (assuming I can get to grips with Nhair!):
Screenshot from Substance:
Topology:
Here is the outfit he will be wearing in the final model:
I think he's turned out a little younger looking in my version of him, but I'm still quite happy with how it's going. There's a lot of interesting patterns and textures on his outfit that I'm excited to try to replicate. Not sure about that hair though, I think it might be quite tough to do.
Anyone got any tips for making eyebrows and lashes?
Replies
As for the skin, I have been having issues with it looking really flat in Marmoset. All the colours seems to blend into one, whereas there are a lot more colours in the Substance scene. Getting them to match is has been tricky!
I'd go back to the sculpting phase and defining the medium forms.
Gather a reference board of all good Capaldi portraits.
It might not necessarily end up being a star portfolio piece, but I think it is definitely making me less scared of the entire pipeline of a more realistic-styled model (for example, hair cards and more detailed textures). Being unsure of the rest of the pipeline, as well as not being able to get myself out of the sculpting stage, is partly why I procrastinated so long on it :P
Thanks again!