Here is another colour scheme which I like more. Btw all the texturing is done in Zbrush via different types of masking. Will do a quick tutorial at the end.
Thanks Mark. This is a very helpful advice. In many cases the details distract me from the big picture.
And a haircut - looking good
Here is a quick project overview. I hope somebody finds it helpful.
My main idea was to refresh my knowledge about bones, muscles and their origins and insertions.
First thing I did is to block basic frame of the skeleton using Zspheres . I also sculpted the main masses of the skull, rib cage and the pelvis.
Then moved on to sculpting the individual bones.
The brushes I usually use are “Standard”(when I need sharper tip I usually use the “AccuCurve” with “Focal Shift"around 80 instead of “Dan_Standard”) “Clay” and"Clay BuildUp” and “Inflat”
After I had the bones done I posed the model using the Transpose tools
My next step was to create and connect the muscles to their origins and insertions. I also did some sculpting to get the main forms.
The wings were modeled using a ZModeler . Then I used the “Extract” tool to make them double sided
To combine everything into one mesh I used Dynamesh Master.
Then I used Zremesher to remesh the resulting mesh. Because I couldn’t get enough resolution on the face I had to separate it from the body, remesh it and attach it again.
A good trick to get considerably higher polycount when remeshing with Zremesher is to use Polypainting.
I talso helped me to control where I needed more or less polygons( like on the wings for example).
My next step was to transfer the details. I subdivided the new topology to 14 Mil polysand then used the mesh I had before it was Dynamesh-ed to get all the details I needed via “Project” option in the Subtool menu.
Once I had it ready I continued to improve the muscle definition, adding details like folds, wrinkles and skin pores. It was a combination between manual sculpting, alphas and Noise Maker.
The texturing was done in Zbrush too. First I established the main pattern and then via different type of masking and alphas I added more details. I relied quite heavily on “Mask by Cavity” and “Mask by Hue” .
Mask by Hue was really helpful and gave the luxury to work individually on the patterns.
My last step before sending it to Keyshot was the body hair and eyelashes. I masked the areas where I needed more or less fur and used FibeshMesh generate it.