The purpose of this project will be to refine my character art pipeline, practice sculpting, hand-painting and of course, fill my portfolio! Decided to do something in the realm that I love, Dungeons and Dragons, and who doesn't love a good tiefling. I thought rogue would be a good opportunity to explore layering without a bulky silhouette, balancing form and function. Man it must be hard being a rogue when you're bright pink though...
Early sculpting, face, hair and clothes blockout
She's looking a lot more like a tiefling librarian right now...maybe a hair change is in order.
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I've been making use of Jonas Ronnegard's seam brushes for Zbrush. Bought them from their Gumroad and they've been really fun to play with!
Cant wait to see it done.
You going for game character pipeline, got a tri count or platform you're aiming for?
Thank-you! Slowly but surely :P
Thanks! Now the challenge is not to lose it in the low poly hahaha
Plus an open mouthed version for baking from. Decided to give her fangs! Infernal heritage and all that.
Was this your own concept character? and only thing i would maybe change is to make her abit taller, but thats just my preference.
Just playing around with a colour palette right now. Rather than blacks/greys I want to keep the colours dark without losing saturation in the blue/purple spectrum. Having trouble figuring out a nice stylised PBR method. I'm not sure how to build the material/render it in a way that doesn't wash out the character and lose the richness of the colours. I've seen some really nice stylised pbr pieces but I'm struggling to emulate it. Anyone have any advice? Currently working in substance painter and Marmoset
Texturing still in progress!! Setting up a scene in Marmoset so I can see how they're coming along and if they're reading well in atmospheric moody light. I've been studying Philemon Belhomme's Darksburg art, it's just exactly the mood and style I want to evoke. Their blog breakdown is also SUPER helpful! I also made a little cobblestone floor to give her a little flavour, like she's a thief in the city. Some puddles to reflect the light back up so it's not TOO dark.
Also put her in Mixamo to get a quick and (very) dirty little animation to make her feel alive. It helps to not run out of steam!
Next I'll hop back over to the daggers and get those textured nice and quick
Speaking of rigging, assuming you're using Maya, can I recommend Advanced Skeleton? It's an auto rig that takes a bit of setup but it's my personal fav. It provides IK/FK switches for arms, legs and the spine and there are lots of resources on their YouTube. The skinning tends to be pretty good, I guess similar to Mixamo, and it's really easily customised. It's what I'm using for my current project. It also has a face rig setup which I've used for previous projects with great results too, as long as you have solid facial topology, which you do And it's free!
https://www.animationstudios.com.au/advanced-skeleton
Refining textures, nearly done! I want to come back to the hair, Not very happy with that right now. If anyone has advice on how to approach the texture in this style that'd be great! I think I'm just going to take it into photoshop where I have a little more control. Then on to rigging, posing and animating.
I've named her Tatiana Castilloux. Tiefling rogue of noble birth.
A few final texture and geometry tweaks, final presentation shots and breakdowns.
Lots on my artstation!
I'm curious, how many materials do you have?
Turned out well, the pose really gives her character!