Hello polycounters. First post here.
I wanted to try my hand at pushing myself to make a high quality vidya game character. I've made a few characters before, but they were all really simple stuff- they can be seen on my Artstation. Anyway, despite having never played a Metroid game before (blasphemy!), I really like Samus as a character and all so I decided to create a version of her. Since her base concept of the Zero Suit is very simple (skintight suit) I'm combining some ideas from her various versions, concept art and adding a bit more to create a little more bulky, physically detailed version.
I'm inspired by the art in Arkham Knight and the works of
@future-fiction . They have amazing, detailed characters, absolutely mindblowing. That's something I'm aiming for- don't know whether I'll reach that by a long shot but I hope I learn a lot along the way. In doing so, I'd like to practice clean ZBrush techniques, PBR materials (including skin/hair) and an appealing character/face.
Here's the work I have so far. I still feel like I'm missing defined detail and interesting shapes, but I don't know how to go about adding that to essentially a tight suit. Still much to be done, too.
Critique on any mistakes, and also how to take things further, would be much appreciated!
Thanks for reading my post.
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I don't think anyone still follows this thread at this point but I'll put up some stuff for posterity.
I've managed to retopo the sculpt, unwrap the UVs, work on hair cards and begin texturing the model.
Hair cards were an area I wanted to improve in, I learned how to use splines to deform planes to make up the hair. It's time consuming but I think it can provide cleaner results than drawing out hair planes in zbrush- which I was doing previously. I also learned a bit about XGen hair with Adam Skutt's tutorials. Absolutely great content.
The screenshot above is from a slightly older version of the suit.
As for texturing I realized that I hadn't planned things out well enough- I was stuck at material breakdowns, color and variation, so I ended up messing with existing materials until it looked good to me. It definitely still isn't as complex/bespoke/quality as I'd like though, but I'll chalk that up to me not having a clear enough idea of what I wanted. That aside I also want to learn more about custom textures and try to move away from the default materials in substance painter.
For the face I fiddled with skin texturing in substance and combined it with projecting on a face texture scan and editing it in photoshop. It looks alright and I'm kind of happy with it- definitely better than my previous attempts at skin texturing but I'm sure there's still more to do and learn.
Work is still in progress, I still have the eyebrows and other things to work on but I'll try to take more screenshots too.
Face texturing was also something I really needed to get right, because I wanted to make an appealing face. I bought a face scan and projected it onto the model, combining it with a base skin layer I painted/ worked on top off within substance painter itself to create a custom skin. The skin material that exists in substance really helps with this aspect. Also, because I didn't sculpt pores and microdetail into the face mesh itself in zbrush (I didn't really know how to), I painted on the detail with normal maps and masks in substance. It was very useful. Also gained some knowledge about transmission maps and SSS. Top that off with Marmoset and it's golden. I think.
I'm left with working on her Paralyser pistol, her eyelashes, a bit more skin touchup and... tongue and teeth? haha
After that I intend to rig her up (maybe try facial rigging too?), pose her, and then really ham it up on the presentation. These last few steps are probably going to take a really long time... ahaha
Any comments are still appreciated if you're reading this! thanks!
I've started on the Paralyser and textured it. It's a slightly different version that I came up with after some sketches based on the original design. Had a brief issue with the high poly model and baking the normal maps but thankfully I was able to solve it. Kind of glad with how it turned out!
Rigged her up (gosh that was an absolute pain), put her in Marmoset and went about the lighting and stuff. That was fun! It's nice to see everything coming together. Glad to have worked on this.
Thanks for viewing,
More images are available on Artstation: https://www.artstation.com/artwork/8lE9Qq
And of course, something:
Hair needs fly aways and smaller breakups to the silhouette.
Gj oveerall though
Hope to see one of your projects soon, I think you could learn a lot that way (not that you couldn't bouncing around in WIPs). The retrogasm one you have going is a great opportunity- I might have submitted this if I hadn't begun working on it before the event began!
Ah yes, the shininess was definitely something I overlooked, and the breakups I'll have to work on.
Thanks!