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[WIP] - UE4 - Female Samurai

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AndresCasta interpolator
Hi!
Since the announcement of Ghost of Tsushima many months ago, I wanted to create my own samurai character.
I started working on this character a few months ago dedicating time to work on this mostly on weekends. My endgoal is to have a realistic character running in realtime (UE4) appliying what I learned by working in a studio for the last year and a half.
I'm not working with a concept so most of the design choices are try and error (offcourse using a lot of references in way)
Actual state:
Thanks for reading.  ;)

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  • AndresCasta
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    AndresCasta interpolator
    Here is a closeup of the head. It took me a while at the beginning because I wanted to get that asian features to it. By the way everything was sculpted from the scratch no base mesh involved.


    After I got the head I moved into blocking the hair. I did different versions but at the end I choose this one. I liked because the different shapes and forms making it more challenging and also breaking the silhouette with the llose hair clumps.  


  • AndresCasta
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    AndresCasta interpolator
    This is the body sculpt, Even when most of it is going to be covered I wanted to take the chance to practice my anatomy


  • AndresCasta
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    AndresCasta interpolator
    Ok, so once I worked on the body I could move into the outfit. It was a lot of try an error. At some point I even try to put some armor on her but I ended up with the core design. The clothing was made in marvelous and quickly put into zbrush. I will attach some images from marvelous for those interested in the patterns I used.






    At the end I didn't aim for getting everything clean and perfect in Marvelous. I worked on each piece separated and then adjusted them in Zbrush. Also, this is just for the rough version, once I'm happy with the simulation I got from marvelous and checked is working good with my design I clean the pieces in Maya to get even topology. 
  • AndresCasta
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    AndresCasta interpolator
    Hey Folks! Update on the high poly model I did the microdetail of the face and body. For those interested, I used the spotlight projection feature in Zbrush  B)
    I tweaked the mesh so it can have a realistic blink transition by using the power of layers!! :D 
    Some hands render...

  • AndresCasta
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    AndresCasta interpolator
    This is the actual state of the Zbrush model. If you think this is taking me a lot, Not to fear my friend! I already did the retopo, UVs and test baking will be uploading those soon once I finish cleaning those sneaky artifacts >:LBy the way the Katanas in this render still a placeholder. I worked on them as a separate scene
  • kanga
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    kanga sublime tool
    Looks super! Thanks for showing the progress.
  • AndresCasta
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    AndresCasta interpolator
    Katana HighPoly done in Maya and Zbrush, if you have any questions feel free to ask :D 
  • MattDawe
    Wonderful job! I do feel like her face might be a little flat, especially around the eyes, but the rest of it is on point! Really excellent details.
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