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Doctor Who Character Model (Twelve)

polycounter lvl 12
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Melazee polycounter lvl 12
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

  • Melazee
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    Melazee polycounter lvl 12
    Lots of minor tweaks (added a waterline, tear ducts, lots of messing around with the shaders and lighting, fixing up the eyes). I may try to get his hair started tomorrow (still using Adam Skutt's tutorial hair, because he's a little creepy without it ha. It's conveniently similar to the Doctor's hair, so I can get a good idea how of it might look in the end).


  • Verts
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    Verts null
    That looks very amazing my man! Sadly i cant give you good feedback since im not a character designer/sculpter. The hair alpha isnt really working well id say, but im sure you already noticed. Also the skin texture really needs subsurface scattering!  In general the skin in his face looks kind of flat. I think to improve this render you could try to get better the lighting maybe and add some more depth to it. I think backlight would look very cool, like so you can really see the subsurface scattering in the ear. But overall the models look very sick! Well done !
  • Melazee
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    Melazee polycounter lvl 12
    Thank you very much! Yeah, the hair is a bit fuzzy but I didn't make it, and I suspect I've set it up all wrong haha. When I make the hair for him properly, and follow the tutorial, I'm hoping I can get it looking real nice.

    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!
  • Melazee
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    Melazee polycounter lvl 12
    Working on the hair now (in another scene) so it's not changed yet from the temp hair, but I have worked on improving the lighting to make the character pop some more and to try to improve the look of the skin. I have messed with the SSS settings, but it's still not really working as I'd like though. I think I need to make a map for it. Do you guys just hand paint your own SSS maps? Or do you use the thickness maps from Substance Painter?


  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    Is this supposed to be a stylized interpretation of Capaldi's face?
  • Melazee
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    Melazee polycounter lvl 12
    It was meant to be realistic, but it seems I am forever cursed by my realism attempts looking stylised, so I suppose it'll end up being some weird hybrid. I can live with that haha.
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    I can't.  Doesn't read like Peter Capaldi in any which direction.
    I'd go back to the sculpting phase and defining the medium forms.

    Gather a reference board of all good Capaldi portraits.
  • Melazee
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    Melazee polycounter lvl 12
    Thanks for the feedback, however in this instance, I think I will push on with this as it is, and go back to Frank Tzeng's tutorial on my next realism attempt and really try to nail whatever I make with the medium forms. I do see what you mean though, and I agree. I actually started this model just under a year ago and I do see a bunch of things I'd have done differently in hindsight, but if I keep going back to the sculpt (which is what I kept doing before, I just couldn't get myself out of the sculpting stage), I will never finish this... it's taken me this long already haha.

    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!
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