Haha thanks guys! I have the portrait on hiatus while I work on the garments etc for the rest of the character. Ultimately I'm gonna try to get this into unreal for the final renders. Fingers crossed I can get that done sooner rather than later.
Hey!! So much activity all of a sudden haha. I'll do my best to answer everything, sorry if its a bit long winded but a lot of stuff happened with this project. I ended up completing an entirely different stylized Knight character in the time where I was burnt out on learning how to create human heads. HAIR I used Maya's…
Was having an issue pulling some clear reference from the movie so I went and tried to sculpt the "idea" as both a way to start thinking about how the hair was flowing and gathering and having some sort of outward silhouette to adhere to. From there I started plugging in some card action. Still needs a lot of work and…
Latest shot: Hey everybody! Figured it was time to starting posting some of the work I've been doing for my second character under the mentorship of Georgian Avasilcutei. This time around I'm pushing the realistic game ready angle, challenging myself to create a likeness as well as tackling hair for the first time. I'll be…
Still working piecemeal on this. Tried out a new hairstyle in November which I've since restarted (a little too low poly looking) but wanted to post something since its been yet another year. A little happier with the sculpt as time chugs along but still not there yet. Textures meh though I did switch to Marmoset 4 to do…
Lots going on since the last update. - Overall changes to the proportions of the face - Texture revamp, more work on the albedo + some reworking/rebaking of pore detail. I was especially missing proper tuning in my spec and roughness textures. - Reworked the Marmoset scene and solidified some proper preview lighting.…
So to elaborate a bit on the skin "fixing" I had a lot of skin detail split into different layers in zbrush and they needed a bit more blending love because I was basically turning my skin pores in to errant noise. I made the adjustments to the high poly and rebaked which is giving me a bit better control over the…