Looking forward to see your work!
Esper Destorova WIP 1
Started using Blender to escape Maya and wow, I wish I jumped ships ages ago. I mean Maya has its advantages but Blender is ‘homely’. ANYWAYS this is something I was working on a couple of months ago before I decided to take on an competition.
Note: I blocked in Blender, then sculpted in Zbrush then retopologised in Blender. That Retopoflow addon is amazing!!!
GunWitch WIP 1
SPECIAL THANKS TO MOIZE OPEL FOR LETTING ME USE HIS CONCEPT ART CHARACTER - The GunWitch
Decided to take on the ArtStation Wild West Realtime Character Challenge.
Using a Zbrush > Blender > Substance Painter > Marmoset workflow. My usual used to be Maya > Mudbox. This pressure allowed me to improve and learn in a short amount of time.
Quick Sculpting, learning how to sculpt in Blender 2.8.
Oh a face… Needs hair!
Wow what am I doing hahaha
Alright still getting there
Made some more progress
Tweaked the Body a bit
Grew the Arms!
Refined Pelvis, butt and Feet a little more
Self Review: I’m too attached on each piece and limb, I should be quickly modelling each piece in its ‘1st level’ not refining each limb as I find myself going back and forth re-doing things over and over again. I shall keep a ‘balance or harmony’ next time making sure each part is at the same level and advancing the whole model equally.
Box Modelled the hands, because it feels easier to extrude the fingers out then snake hooking.
Well it could’ve been worse… the thumb is dislocated lol
Hmm never refined a hand to this level before. Definitely a lot of room for improvement.
Hands, hands, hands.
Self Review: Ok a lot of work on the hands, I shall leave it on that level and get to refining the rest of the body for one more pass before the final.
Still sculpting a female character
Most of body refined, next things to focus is Arms, Neck, Face then Hair
Esper Destorova WIP 2 - Still Working on this dude
Retopo from Sculpt
Bake from High to Low Poly
Texturing in Substance Painter Progress
Back to more modelling, I want to add some extra details to this model and tweak some things
Female Character Sculpt WIP
Moving to ZBrushCore to finalise everything because Blender is becoming ridiculously slow. ZBrushCore is actually ridiculously fast, doesn’t lag at all. But no Dynatopo. Ah well… I guess that whole restitch and bring back to Blender and stuff was kinda pointless.
I spend way too much time tweaking the face. This needs to stop! The reason why I can’t stop is that I’m never certain of the unknown end result or have enough experience to identify what is a good 3D face…
Because of this uncertainty I need to be flexible and leave the face as it is now until texture, once in its textured form I can see with greater info how else I should tweak the facial structure.
Worked on Leather Torso Belt Apparel
Modelled and UV in Blender, then textured in Substance Painter.
Marmoset Toolbag for the Rendering
Fixed the silhouette more to use basic shapes and anatomy.
Next Up is to work on the hair!
Using Paths and Bevel Curves I will make the hair. In addition I’ll use normally sculpted masses to assist increasing the volume of the hair.
Paths and curves will be for the smaller and intricate strands.
Most importantly I need to make a plan of the strands, there is logic behind hair as explained by YanSculpts.
Sculpted the base structure of the hair I will use to follow the paths
Using this tutorial:
I made the medium and intricate layers of the hair from just the base strands.
Converted to polygons with low res. The Topology is actually decent, I shall stick to it. I just had to decrease the Path and Circle Res.
Still Retopologising Futaba
I’m nearly there, progress is slow, really slow, I am taking forever… ah well.
Some addons I might next time when retopologising in another project would be
- Mira Tools (free)
- Retopoflow (free on github or paid on blender market)
I decided not to use Retopoflow because it was still in Alpha for Blender 2.8.
Royal Courtyard Floor Decor
Decided to make a decor object for my upcoming Garthos idea (Royal Palace courtyard environment). It is a clock on the floor.
In the past month I have finished retopologising Futaba Sakura, then UV Mapped her.
During this phase, I’ve had new ideas on how to present the end result, at first I just wanted to create additional fan art into her (Aloy from Horizon and then D.Va from Overwatch) but then I’ve decided to change the route to making a Live 3D Wallpaper on Sketchfab, just the pure concept of Futaba Sakura and no additionals, something like you’d see in the League of Legends login.
So I got to working on the environment around her. I’ve heavily planned this all to fit the 50mb free user limit of sketchfab, hopefully I won’t pass it and still retain good quality. I’ve made sure I’m mirroring UV spaces and giving the important pieces more space.
Now to the Texturing phase!
First off I’ve baked Futaba in Substance with her high poly. This is the result.
Something went wrong, her leg details did bake properly.
For the next week I aim to complete the environment texturing, then start Futaba’s texturing.
As a side sculpt I also made this
Imported into Substance Painter and baked the maps
Shoved quick textures
Shoved in more quick textures
… it is a light show…
Next, I’ll go back to Blender, re-organise everything then fix the colours to work together.
I need to work on perfectionism, I shouldn’t waste anytime on colours, kept going back and forth on choosing colours, but I can’t see the full layout yet. The level hasn’t been created and I’m just trying to figure out if 2 objects will go well together with a colour palette plan. But definitely should just quickly place the colours and not care until everything is all laid out.
Afterwards I’ll get onto texturing Futaba.
Which I fixed the baking issue from last time, turns out it was because I left the body and clothes non-selectable which excluded it from the high poly export.