ZBrushCentral

Willem Dafoe -_- Sci-Fi

Thanks Aazv17 and Crusoe the Painter for the comments but my intent is not to build true to life warrior girl. If I did, she would be covered from head to toe with metal, she’d be very muscular, she wouldn’t have any makeup and most of all, she would not have any type of high heels! My goal is to create something that will showcase different abilities I have in character modeling like cloth, armor, skin shader, anatomy, etc. My goal is to get a job in either film or games and if you take a look at games like final fantasy and soul calibur you’ll see there’s worse in terms of realism.

I used to try creating realistic characters without any exaggerations and my portfolio looked bland and uninteresting. I was being anything but an artist. I’m now trying to create more imaginative characters with interesting designs instead of realistic ones.

For the armor’s golden ornaments, it was a bit tricky but easy to create. Here are the steps:

-Create ornaments on a seperate layer and only in positive values (only outward)
-Hide layer and fill polypaint with black
-Duplicate subtool and have the layer show on that new subtool. Fill with white.
-Select the first subtool (without layer) and do a projection with RGB. VERY IMPORTANT: have “outer” in the projection settings.

The subtool will now have a very precise white polypaint where the ornaments are. You can also do a Deformation—) Inflat at the lowest subdiv on the main subtool before projection. That way, less of the ornaments will be masked.
:wink:

I comped some hair on one of my renders as a reference to what I would like accomplish. I don’t have hairfarm or ornatrix so I’ll have to do my best with 3dsmax’s Hair&Fur.

Here’s the reference image:

HairCompFront_zps2717923d.jpg

Very nice follow up! I like what you said about realism in games not being that accurate. I totally agree that characters should be stylized to a certain extent to seem more appealing. And in any case, more skin on hot girls is always a bonus in my book :smiley:

Good luck with the hair!

Thanks Icebox64! I appreciate that.

Saw this over on polycount…sculpt is nice man. Again, some design issues but i’m sure you’ve heard that a million times. Love her face though…great work.

Thanks sarakawa! I’m actually going in another direction.

Hey, do you guys know a good website for image hosting? I’m using photobucket but it shrinks my images SSSSSOOOOO small it’s stupid!

I forgot to update in a while! Here’s an update image shrinked by photobucket!HeadTopo_305_comp_zps8a8d98c8.jpg

Somebody showed me how to upload my full resolution on photobucket.

The problem now is this website doesn’t accept the link because of the “original” at the end of the link:

http://i28.photobucket.com/albums/c208/Olivier_Theriault/HeadTopo_305_comp_zpse0b2d5d5.jpg~original

HeadTopo_305_comp_zps8a8d98c8.jpg

Thanks

Update! Almost done with the modeling.

http://i28.photobucket.com/albums/c208/Olivier_Theriault/HeadTopo_321_comp_zps32143eca.jpg~original

http://i28.photobucket.com/albums/c208/Olivier_Theriault/HeadTopo_322_comp_zpsea092f5f.jpg~original

I still don’t know how to post these links as images. The “original” at the end of the link gives me an error… Any idea?

Here’s another update. I’m almost done with the modeling of the high res. I’ll make a low res later.

Awesome detail !

Thanks gkhnaltay!

I’m done with the low res and I generated the normal and AO. With the hair/eyes/teeth I’m just above 13 000 tris. With the previous sword and shield I should be at 14 000 tris.

There! I used Ddo and I’m sold. I want to use it on every project!

I still have to tweak some textures and add the shield and sword. I might have to redo the sword so it fits the design.

This is rendered in Marmoset toolbag.

The model turned out great! love it. The Ddo textures look awesome. Was looking to use Ddo in near future for some low poly work, nice to see some results. :slight_smile:

Amazing!

Thanks Mr.Spooky! Ddo is definitely something I will buy once I get a job. It’s only 99$ for the non-commercial version. The only negative thing I have to say is it can create problems at the seams depending on the effects you use.

Thank you MattSkinny!

I’ve made some changes in the colors but I think it’s now to dark. I’ll try getting the shirt’s leather and the pants to be more pale.

awesome clothing detailing! agreed about lowering the contrast for the leather parts :sunglasses:small_orange_diamond:+1:

Thanks digitalmind! The clothing was done with marvelous designer. It’s a software made to create cloth with simulations. Also, I want more brightness and more contrast as opposed to less.

I would be careful relying too heavily on marvelous designer. I’ve seen several people use that and the folds have a distinct “look.” It’s probably a good place to start but then I would use good ole reference and just sculpt some of it give your own flavor. Even though it’s based on realistic physics, to me, it just doesn’t look as good as when an artist sculpts it well. Also, a lot of your dirt is reading as vertical streaks which starts to look like texture stretching almost. May want to splotch or splatter it on to break that up. The hair looks odd to me but I’m guessing its WIP. Still, great job so far on this character.

sarakawa - My goal when creating cloth, specially when working on personal projects, is to end up with a model that looks like it was 3D scanned. As much as I can model cloth in zbrush like I’ve often done and still do, some time it’s more logical to use physic simulations to get the best possible result.

Don’t get me wrong, I don’t just add a piece of cloth and press simulate and say “There, I’m done with it!”. I actually do a lot of work in Marvelous Designer in order to get the result I want. I re-ajust the pattern many times and pull on the cloth to get folds where I need them. If you think about it, it’s sort of sculpting but with physics. I still get to add my “own flavor” without overdoing it which could make it look more artistic than realistic. Once I’m done in MD I get into zbrush to adjust the different parts, smooth what’s too drastic and exaggerate the parts that are too smooth to my taste. After that I add bump maps to make all the little details of the fabric.

The vertical mud marks are made to look like it was dripping down and dried up. I’ll go back to make it less regular. I’ll also change the specular of the hair to give it more contrasted highlights and also add dirt marks because it’s way too clean right now.