Sunday, 30 April 2023

Finalising the retop for the streetfighter

The retop for the streetfighter was one of the most difficult retop I have ever done.

One of the most difficult parts was the bandages on the hands, which I cut out and extruded from the hand topology, and then individually cut the bandages from one another to give them thickness and differences in height...

Another difficult part was the jacket, which I ended up retoping into one single object.





For the top above, I tried to maintain the topology underneath, for deformation purposes.


As per usual, details like the folds on the pants were cut in from the initial topology.

Saturday, 22 April 2023

Starting the retop for the streetfighter

 The retop for the streetfighter is quite complicated. There are a lot of overlapping objects, and I want to retop everything into one single object as much as I can. 

Considering the deformation loops, I would say I already have quite a good picture of how and where they should be.


I decided to make the bra underneath the same mesh as the body. The way I approached this was by retoping the entire body underneath, cunting in the bra and extruding it, in order to retain the topology. I tried doing it by hand first, drawing the polygons by hand, but then I got that idea, and I realised it would spare me a lot of tedious work.




That's the same way I will approach the bandages. The topology on the bands is very important, and I do want to have everything as one mesh because that is an area that moves a lot, and I definitely don't wanna risk anything clipping.



Sunday, 16 April 2023

Finalising the sculpt for the Ork

 Making the skin texture for the work was really fun and even though I did take some liberty when doing it, I still tried to keep the main and overall scars that are visible in the concept on the model itself.






After some further feedback, I realised that his shoulders were way too small and looked quite flat, so I quickly went in and fixed that.
I am honestly very happy with how this turned out and I can not wait to get to the texturing stage.

Saturday, 15 April 2023

Angel sculpt progress 2

After getting the main shapes of the sculpt blocked, I went back in and sculpted some more definitions on the bone structure, and also the muscles. People that are quite skinny tend to have the outline of the muscles more visible, even if they are not big in size. For this, I mainly used the clay tubes brush pared with the damstandard oe.




When I was happy with the outcome, I polished everything and start working on a higher subdivision on the smaller details.



For this character, I have also bought a high-definition scan from the 3dscanstore in order to project the skin pore information. Considering that I need to do the scars for the wings, I went in and projected the skin pore information at this stage.




After making the scars, using a multitude of brushes, I imported the cape from Marvelous and started working on the other objects, such as the bracelets and shoes.




Thursday, 13 April 2023

Finalising the sculpt for Streetfighter

 After the sculpt was done it was time to do the final touches. I did a few more adjustments to the muscles of the arms and forearms and also the hands after some feedback from my tutors. I have also made sure that the objects were nicely overlapping, with no gaps between them.  For the skin pore information, I bought a scan from the 3dscanstore, and using Zwrap, I wrapped it around my sculpted model, which ended up having a very nice and clean result.



What I have noticed with Zwrap is that the fewer points you have, the better the result might be, minimising the possible stretching of the model.


What I have tried to do is to give my sculpt as much detail as I could, so that when it comes to texturing, I will have everything baked onto the normal map, and also on the cavity map, considering I will be baking in Marmoset Toolbag. 

Thursday, 6 April 2023

Progress on the Angel's sculpt 1

 After getting the main shape of the Angel blocked out, I started sculpting in more details, such as the ribcage and all the protruding bones on the back,





I also did some more work on the face, giving the features a bit more attention, such as the hooded eyes and the slim cheeks. I do want my character to look quite skinny, but I want to get the anomy aright first, and do more adjustments later

Saturday, 1 April 2023

Progress on the sculpt of the Ork 3

 At this stage, I focused more on trying to get the likeness of the sculpt closer to the concept, adding more details and doing the adjustments that my tutors suggested, such as making the hands and wrist bigger.


For the shoes, I went in 3ds max to get the base shape and then creased it and subdivided it in Zbrush.
For the smaller details, I just masked the area onto a duplicate, gave them a new polygroup, zremeshed them and then gave them thickness.
For the bandages, I used the slice tool on a duplicate of the body and then added thickness to them.



For the pouch. I mostly used Zmodeller, which allowed to have a low poly version of it as well.

Texturing the Angel

 Since the Angel's character doesn't have that many clothing pieces or accessories, I had more time to focus on the skin and getting...