Last Weeks + April Update.

I've projected tertiary details on the legs and finished up sculpting the whole character and moved onto Retopoing.





















The body and head and most of the armor didn't need retopoing as the Lowest subdivison was clean and has good topology. I wasn't aiming to optimize the character's polycount heavily as I wanted to spend more time delving into making it look good.



I wanted to maintain the silhouette of the ropes and bandages interwinding rather than baking them into a plane.



I used the lowest subdivision level of the face and stood the cleft lip area to accommodate the extreme shape. the same goes with the cancerous skin tags on the ear and mouth area.





I split the head and the body into 2 UVs as I wanted the tertiary detail to bake down in the texture and not limit the texel density on the body and have blurry noise baked onto it. The main reason for that was that I wanted to be able to get closeup renders of the model.



I've baked the maps and started texturing using substance painter, I use a lot of bright and colorful layers with low opacity in the base color using generators and procedurals to achieve a look similar to sun damage on clothing that is subtle, breaking up the flat color of the base materials.





I then posed the character and made quick props to make the scene more natural rather than posing for a photo kind of pose.



The final renders can be seen at: https://www.artstation.com/artwork/58ObmW













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