Hey guys!
I don't post on polycount often, but I should!
For the past few months I have been taking a course with CGMA called characters for Films and Cinematics with Pete Zoppi and I could not recommend this course more. It is an amazing course and Pete was really helpful with everything.
Hair was done in XGEN and all renders in Arnold.
Skin and displacement were done with mudbox and zbrush with the help of Texturing XYZ assets.
All the hard surface modelling done in Maya.
Clothes were first drafted in marvelous designer, then maya for retopo. Then after sculpted with zbrush.
course can be found here:
https://www.cgmasteracademy.com/courses/10-character-creation-for-film-cinematicsArtstation post here:
https://www.artstation.com/artwork/w6AqrV
Replies
@MillyP - I definitely should've used less texture maps for the character. A lot of the pouches on the body are their own texture map when in reality they did not need to be at all. This just caused both maya and substance painter to slow down a lot. At first I thought this would be the better option so I could just adjust levels and HSL in the material shader in maya, but since I prefer to use substance painter for any changes it didn't matter in the end.
Also another takeaway would be that making a game ready character vs a film ready character have a lot of similarities and differences and trade-offs. For example xgen is a blast to use, but it also takes forever to render in Arnold and has a lot of weird bugs in maya. Screenshots also take a very long time to render. However, making a real time asset you get your screenshots pretty much instantly.