Hey guys! I decided to do some work in my portfolio in my spare time.
I did highpoly mostly in zbrush. It is very convenient for such characters to make clothes using Extract. I did hardsurface with DynaMesh and retopped in 3dcoat, then threw the retop in Zbrush, set crises or additional loops and smoothed it out.
when the blockout is ready, I start moving it to catch interesting shapes. At this point I am using DinamicSubdiv.
Detailing like ornaments on the belt decided to do on the texture stage
If you have any questions, I'll be happy to answer)
I liked the concepts from the Call of Antia project and decided to pick one. The choice fell on this concept
https://www.artstation.com/artwork/B3LLd4I didn’t have a goal to repeat the concept exactly, I just wanted to chill and do something without any framework or restrictions.
Here is what we have as a result
https://www.artstation.com/artwork/w0EaGXYou can see the turntable video on artstation. The plans are to make a game ready model, with textures and a rig. I will post my process here.
Thanks, and may the force be with you
)
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Now let's talk about texture. About how I do it, maybe it will be useful for someone.I'm posting here the first step of the process, it's called color blockout
The first thing when I start texturing is to lay out the materials and make the layer structure in the substance comfortable. Next, I assign a color to each material.
After that, I start with the most interesting, this is the face and eyes. The screenshots show that I have already put a couple of layers on my face and eyes. In my opinion, many junior artists pay too little attention to the eyes. The eyes should be lively and expressive, drawing shadows and highlights helps a lot. Now the eyes look too flat, I would need to add highlights. In the next post we will talk about such a thing as LightBake. This is a pretty important feature if we're talking about texture styling. I have used this feature in many work projects.
Still a lot of work, little by little began to throw layers on materials
By the way, if anyone is interested in me describing the process of textures or any other, write here