2024 Reallusion 3D Character Contest - Dani Marti

Hi everyone!
This is my WIP log for my submission to the 2024 Reallusion 3D Character Contest.

The first thing I did was to gather some references from concept art that I like and match the character I want to make; since I’m not a concept artist, I will create a collage with the elements I like.

Concept

So, for the concept, my goal is a modern urban samurai inspired by the World of Dragon Ball and the art of Akira Toriyama. The style will be stylized and inspired by the oily style of Arcane.

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Character

I envision the character as a middle-aged, super-muscular man, matching the concept art. For the human features, I’m using my own facial features to bring that realism to the model.

Here are some screenshots from the process.

1- Using FaceBuilder in Blender to create the head mesh.

2- Bringing the head mesh to Headshot 2.0

3- Refining the mesh with morphs

4- Adding the head to the body

5- Stylizing my head using Blender with the Go-B Workflow

6- Adding facial hair and the scalp in CC4 with SkinGen

Clothing

For clothing, I like to use Marvelous Designer.

From the references, I decided to choose a shorter Bomber Jacket, a loose T-shirt, and kimono pants. For the shoes, I will be adding the Classic Air Jordan. Once they are blocked out in Marvelous, it’s time to bring them to Blender to create the low poly versions and do the baking in Marmoset Toolbag.

Beard and Hair

I have been working on making the character’s Hair and Beard as Hair Cards.

For this, I used Fibershop to create the Hair Textures, then Blender and the new Hair System with Geometry Nodes, the Hair Tool Add-on, and finally CC4 to preview and render.

The goal was to reproduce the characteristic hairstyles from the Dragon Ball universe and apply a similar style to the beard, adding some of the personality from my own hairstyle, such as the white hair on my chin.
I still have to play with it to see if it will make it to the final character.

Hair Textures in Fibershop

Making the Hair in Blender

Hair as Curves

Hair as Hair Cards

Hair Preview in CC4

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Garments Retopology

I did the retopology for the garments using a new asset from the Blender Marketplace called “Retopo Planes.” Very useful to quickly retopologize any clothing made in Marvelous Designer. One of the most significant advantages is once the retopo is done, you can adjust the level of detail, so you can go from very low poly to high poly again.

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Details

Using the SkinGen plugin in CC4, I added intricate details to deepen the character’s backstory. On one hand, I incorporated Japanese-inspired tattoos that add a layer of personality and make the character look more badass and intriguing.

On the other hand, I added facial scars to signify his warrior spirit and extensive combat experience.

Katana and Saya

I’ve just finished modeling the Katana and Saya (Katana Scabbard), along with adding some extra details like a bracelet and wrist wraps. The blockout phase is nearly complete, and soon, it’ll be time to bring it all to life in Substance Painter.

Hair and Skin Polishing

I’ve been fine-tuning the hair and enhancing skin details, including tattoos. Check out these renders from CC4 showcasing the character’s facial expressions and intricate tattoos.

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Retopology and Baking

Finally wrapped up the retopology for all accessories in Blender and baked the maps in Marmoset. Excited to see the results!

Texturing Update

Just completed the first pass of materials, setting the base colors, fabrics, and metals. Next, I’ll dive into adding finer details and enhancing the visual storytelling. All the texturing is being done in Substance Painter.

Rendering Tests:

Just completed some renders in CC4 to evaluate the color palette and overall look of the character. Ensuring all garments and accessories fit well and enhance the character’s visual appeal.

Final Poses and Renders

Finally posed the character, inspired by some of the most iconic Son Goku stances. I also added an extra pose with the katana drawn, jacket and t-shirt off to highlight his anatomy and tattoos.

My original plan was to create a stylized version of the character, but I ended up opting for a realistic approach. This shift in direction was driven by time constraints and the desire to bring a fresh perspective to this type of anime character.

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Timelapse

Here’s a timelapse showcasing the entire work-in-progress journey, from start to finish.

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Great work mate,
Gah!!! I didn’t record any of my process - will do it next time I do one of these type of comps!

Uh, on that - what did you use to screen record your time lapse ?

Thanks so much!
I recorded my screen with OBS :slight_smile:

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