Hi, my name is
Sergi Viladesau, I'm a student at Animum 3D and I'm doing this character as a school project. I will be posting all my progress here so you can give me feedback if you want. The idea is to collect all the progress I do here so I can take a look later. Also you can follow me on Artstation (
https://www.artstation.com/svi_designs). I plan to do this character as my main porfolio piece, so I can get rid of all I have right now.
The character is a concept by
Hyoung Nam, from the game The Last of Us. The final 3D character will be for VFX/Films and not for games
https://www.artstation.com/artwork/ayg8
Before starting with Zbrush I did some research on Pinterest so I have enough references to start.
The process I will follow:- Base mesh
- Basic anatomy
- Basic props
- Final anatomy
- Final Props
- Retopology
- High frequency details
- UVs
- Textures
- Final render
Some of the process can change in the future and I can go back at any moment If I think so.
As I said I started with the base mesh. I did it in maya and then exported it to Zbrush, from there I did some changes to it so it could feed more to the character and I started sculpting.
As you can see I did a cut in the middle of the character, this is so I can run Zbrush faster. I did the cut in a place that will be hidden by the clothes.
From this I did the basic anatomy.:
At this stage I started thinking about the head. I didn't know If I would have enough geometry to do all the shapes it has. I did some trial and error and i ended up with a solution. I did the infected part using dynamesh and then tryed to hide the seam line.
At this stage I decided to do the clothes, just to have something to use as a starting point. For this I used marvelous designer.
This is all i have right now. The next thing is to start refining the anatomy, which i will be doing next week.
Replies
Hi people!! I've been working on the clothes. This is an update but I'm still working on them.
As I'm going to render with keyshot I can't separate things in UDIMs where their seam is visible, or the cut will be visible in the render. For example I can't create a UDIM for the head because the seam on the neck is visible.