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
Finally I got to show my work on the fantasy character I did for the January exams.
This is the textured, low poly version of my sculpted assassin/mage.
I went through some serious baking problems that had to wait a while before I could fix these.
Since I am busy with the next projects I didn’t push the texturing (3D-Coat) very far.
Just below is what I got after skinning the mesh on an existing, animated rig and testing it in Unity:
This is the final version, which is to be integrated in one of my final projects, for Jun.
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.
Following the same techniques as for the previous concept, this one was to work metal effects, and was done in a much shorter time (~2h for the colorization), reason why the metalness is not so perfect. 🙂
This dark mysterious anon character was designed and painted in Game Art classes. Used to just try out things and use Photoshop more ‘artistically’, this is now the first concept art I made following a step by step process and using proper techniques.
I’m touching the ground again, feels good to get a bit of basic and solid technical skills to start from.