A personnal project inspired by some nice architectural elements I have come across last summer in Britanny.
I wanted to start using Blender again and see what I could come up with regarding sculpting and retopology.
The texturing was done in Substance Painter, using a granite rock material I recreated in Designer and based on a raw picture. A good occasion to deepen my knowledge of the Susbtance suite.
From left to right: Metal – Rough – Color – Normal
I used particle systems for the grass.
Hey, this is Frank! In fact I don’t know his name. But he is a very good scientist, working at some bioengineering laboratory in… well, in space. On an asteroïd. Yes. That’s it. I will explain everything, just later.He (we assume Frank) is part of my end-of-year project (which is coming next).
The high poly model was done entirely in Zbrush (including the high frequencies of the organic).
It was the first time I worked hard surfaces in Zbrush.
I did a retopo in 3D-Coat, then I exported to Maya to tweak the UVs, skinned the model onto an existing rig, and some other adjustments. The final low poly model counts about 30k tris.
I did some vertex painting in Zbrush to bake the colors into an ID map in xNormal, along with a first Normal map, AO and Curvature before importing everything in Substance Painter to finish the texturing.
Then I integrated Frank in Unreal, tweaked the shaders and made him use his legs a little bit.
Making a humanoid reptilian Character was part of the original request. I didn’t want to go for a feroce space tyrex in steel armor with a lasergun, I went for a … let say a peaceful scientist thinking of his own place in the universe when he raises his look towards the cosmic space the eyes full of wonders…
References for the safety suit:
See this on my ArtStation
For exams reason I didn’t have the time last month to upload the works I’ve been producing, so there will be a couple of things coming up over the next few days.
So first, here is a high-poly 3D character model based on the concept I did a while ago.
It is my first human-like character created with Zbrush. It had to adopt a semi-realistic style so no fine details. I enjoyed doing it, the fur on the left shoulder was I bit of a pain though.
Details of the head:
The textured low-poly version is coming next (meant to be integrated into Unity), it only needs some more adjustments.