Hey there! Despite joining Polycount nearly an year ago I never came around posting any work of mine. *gasp* Time to set things right!
I have considerable experience in a tangential area in the games industry—concept art and illustration—, but for all intents and purposes I'm really new to the professional side of 3D art so please, C&C are absolutely welcome!
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I don't know if I'll take this piece any further or what, seems too much work for something I'll likely not include in my portfolio—that would be weird after critique'ing it, I don't mean to poach anyone's subject!—but here's the result of my late night sculpting section.
Project Goals
- Get a feel of this facial structure- Check my likeness and concept art interpretation skill levels
- Bonus goal: Concept art expansion skills
- Practice male anatomy / wrinkled skin
- Beard!
- Artistic color stylization in a PBR format
- Get a sense of a possible mixed Blender and ZBrush sculpting workflow
Original Concept by Feng Wei
A turntable with more or less same light and angle from original.
I took progress shots and I'm sorry it looks so much like "How to Draw an Owl: 1. Draw a circle. 2. Draw the rest of the owl"!
Beauty shot!
Everything was sculpted and rendered in Blender (Cycles / raytraced for turntable and beauty, Eeeve / Realtime for progress). It's been a really long time since I tried dynotopo, so instead of starting from a human base mesh as usual I started it from the default cube. I'm pretty pleased if not surprised with the performance!
Painted a 10min placeholder texture to decompress after a long day. Details on shot 2 are also temporary, only to check if SSS alone can carry the gashes coloring. Blender can't handle this level of detail, I'll likely be forced to jump into ZBrush from now on.
I love how raytraced light lets you sneak all manner of colors into the albedo, wresting some degree of artistic license back from physically-based shaders. Real time light is more annoying, flat enough it amplifies hue shifts requiring adjustments to other maps.
I finally caught up with the new season of His Dark Materials. When I read the books as a kid I didn't care about Mrs. Coulter. I didn't like her because she was a villain and I didn't like how she was written either. That's not the case with the series version. I love the nuance given to her and fantastic portrayal by Ruth Wilson—who has a fascinating face and knows to pull off very wicked smiles. So hey, a quick fanart!
Marisa Coulter (Ruth Wilson)
- Capture her likenessProject Goals
- Get more comfortable with dynamic topology for 100% humans and varied sculpting tools
References Board
Key takeaways: 1. The practice has paid off, I'm starting figure how to do sharp plane transitions in Blender. 2. Tried to leave the dynamic topology level of detail relative to the brush in the beginning to mimic ZBrush but I hate it. I should figure how to lock it in ZBrush instead!
Quick texture and hair to check progress as usual.
Reference
I spiced it up with a sunburst motif which she seems fond of and ended with a little golden compass x Magisterium abomination.
It's nice to see my years old gemstone shader works fine in Eevee!
Oh! And sure, a near polypaint-like texture and placeholder everything ensure it'll look bad, but she was looking exceptionally lifeless and I didn't understand why. It turns out I forgot to switch the meniscus render visibility on.
Speaking of which, time to break out the secret weapon. It's been fun and a good practice to eyeball everything, but this project reached the delicate stage of finer structural adjustments. Any heavy-handed edition will break other things and get you hopelessly running into circles. People measure stuff at this point. Me? I paint over it!
This is more than having something to reference to, I need that experience of quickly iterating over the planes I want to adjust or downright missed. Attack plan in hands, I gave it a new elastic brush pass + separated lips and created a mouth bag.
Dishonest renders cycling through all lookdev HDRIs available—beware, their softness and good colors make anything look nice and the absence of harsh light transitions washes out issues.
The skin shader got a minor upgrade too with procedural SSS, roughness and normals on top of the same albedo.
I'm afraid a few of them might have rejected it all though. Artificial barriers like the high cost of supplies and foundational art theory being an exclusive property of masters' studios were torn down, to not speak of the diminished importance of the contact networks necessary to secure good patronage (aka the people with power, money or both) which was the straightforward way to pursue this career if you weren't born into money. When you get a widening of the labor pool you also get those knee-jerk push backs out of fear of obsolesce or just being no longer seen as so special. I don't think they'd be exempt from it.
Just to say I made progress here's a silver and garnet pomegranate brooch for Marisa.
The exact composition, finish and missing tiny details depend on the outfit. I have ideas I'm not yet sure will pay off.
Her previous ones were hue-shifted placeholders stolen from another character; Now I'm using this project as an excuse to overhaul my eye texture generator, making the switch to a fully procedural approach.
Welcome to hell!
This is hands down the most challenging procedural shader I've worked on so far. The noodle node tree goes on forever and I didn't even mix in the color pattern and limbal ring part of the shader yet. The crypts of Fuchs in particular—the diamond-shaped tears in the outer ring aka cilliary zone—are a royal pain to get right. I'm happy it looks organic and has reasonably good Y insertion points, but unfortunately this is the wrong flavor of organic and falls apart really quickly up close.
+ new references dump
Ridiculously large irises compilation