14 weeks, 2024
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βRole
βCharacter Modeling β’ Hair Groom β’ PBR Texturing β’ Light & Rendering
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βProject Medium
Maya, ZBrush, Substance Painter, Marmoset Toolbag 4, Unreal Engine 5, Xgen
Goal
In a 14-week Advanced Digital Sculpture class, I transformed the character and her weapons from its concept through sculpting, retopologizing, texture development, and hair grooming.
- Game ready Topology
- Realistic Texture
- Maximizing the charm of the concept art
Topology - Balancing detailed design with a reasonable poly-count
Concept Art
- Bold and expressive, with dynamic brush strokes and sharp shape language.
- While this drew me in initially, it also posed a challenge in deciding how to translate these elements into the final design. I had to redo the texture and sculpt after the first version because the style wasnβt clear enough. Huge thanks to JonnyD for the stunning concept
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Skin Texture Development
Then Baking the sculpted details in Marmoset Toobags.
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Hair
1. Hair Mesh Block-out
2. Rebuild surface to generate hair curves
Topology
Grey Box
Sculpting in ZBrush
UV Maps
To optimize the texture space, I stacked partially the symmetrical parts to save UV space.
Only symmetrical faces that are visually close to each other were treated separately. In this way, the texture has variations among the symmetrical parts even though most of those textures are identical.
Baking in Marmoset
I adjusted the skew and the cage, baked the maps, and then proceeded to texture.
Stylized Painting on PBR Texture
The stylized tints were built by stacking artistic colors in the base color.
Adding Shadows and highlights to enhance the visual appeal.