- Joined
- Mar 17, 2012
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- English
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I'm Sai and I'm a programmer/writer/whiner but sometimes I do art. I've been doing some of the modeling and most of the technical art work for Vacant Sky Awakening but I've never made a complete character by myself from start to finish (usually it gets passed around from teammate to teammate for different stages of the pipeline). To better my skills and understand the artistic side of it more, I'm going to do a master study to make a nextgen character completely by myself.
Goals:
The first steps I undertook last night were to work on blocking out the basic forms of the body in Zbrush:
And a closeup on the face:
Next, I'll be using the blocked-out body as a base to simulate and sculpt the clothes. I got a start last night but am not yet far enough to show anything interesting.
Goals:
- Learn to model and sculpt clothes with realistic folds, wrinkles, and tears
- Learn an efficient and visually appealing workflow for modeling hair
- Figure out how UV mapping in Zbrush is supposed to work
- Learn to model accessories in Zbrush instead of constantly switching back and forth with 3ds Max
- Learn to texture skin convincingly
- Learn to produce realistic fabric textures, maps, and materials
- Lastly, get the character optimized for game usage and playable in an Unreal Engine 4 level
The first steps I undertook last night were to work on blocking out the basic forms of the body in Zbrush:
And a closeup on the face:
Next, I'll be using the blocked-out body as a base to simulate and sculpt the clothes. I got a start last night but am not yet far enough to show anything interesting.
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