Personal Project I did to try and learn new pipeline and workflows. I had so much fun working on this project, especially on grooming.
Nice ! Can you describe your new pipeline ?
Thank you! This is the first time I used Substance Painter on a Project, back then I’m just using polypainting on zbrush and texture painting on Blender. Next time I’ll try Mari and decide what fits me the best.
I featured you on BlenderNation, have a great weekend!
Thank you so much Bart!
Wow! Awesome work!
I guess she is looking at something spectacular, she looks very suprised
Lovely. Just lovely.
wow this is mind blowing…your render has a beautiful film feel to it.
Nice,looks so real.
that’s awesome! may i ask how many vertices does the head have? how do you sculpt the eyelids not look jagged?
Stunnnning O_O
When I saw this in the top row I immediately thought, “JEEBUS, are you KIDDING?!?”
This is so excellent!!
Thank you so much Bart! Really appreciate it.
Thank you! It’s actually a little high poly, about 80k vert would work on about 20k but a little less detailed, the main reason is the eyelids, the topology I did was really not eyelid friendly (I got lazy) and I didn’t want to fake the deepness through displacement map. Also when sculpting eyelids I find it better to mask the down part then moving down the upper part rather than just using sharp brushes.
Excellent piece of work!
This is incredible! As a 3D beginner who has always wanted to be a filmmaker, I’d love to know just what to learn to be able to accomplish something like this. What software, and processes do I need to be familiar with? Do you do any tutorials, or recommend any?
From your comments so far you mentioned Substance Painter in addition to Blender, are there any others?
Thank you so much! For me the workflow on creating a character is easy to memorize, the hard part is how to do it per part and what’s the best way for you. For this my workflow is Sculpting>Retopology>UV>Texturing>Grooming.
I used ZBrush for sculpting since it can handle a lot more polygons than Blender, although you can achieve something like this on blender sculpting. I just feel comfortable working on ZBrush.
For the retopo I use wrap 3d, it’s really good if you want fast retopo for rendering but for rigging I recommend manual retopo. Then I created the UV in Blender, I used 3 Udim tiles on this.
For Texturing I used substance painter to create the roughness map, spec map, SSS map, and base color. For the bump details I used texturingxyz maps, a lot of trial and error. Then grooming is done in blender.
There’s a lot of tutorials on youtube, I suggest to look for a tutorial on what you need to do instead of looking for a whole character course. Also there’s a lot of tutorials in texturingxyz website, I mostly learned all my knowledge there. There’s a lot of ways to do this, it’s better to explore, learn, and understand the workflow than just blindly following a tutorial. For the softwares, Mari and Substance are often used in characters, especially Mari for high quality texturing. On sculpting ZBrush is still better for me since it can handle a lot of polygons but Blender is good too if you don’t have Zbrush.
Also for the grooming I learned it on Nazar Noschenko tutorial on youtube. It’s good if you really have no idea where to start. Then I just explore the settings to get the natural look.