✥ @new3dge Game Art alumni
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beacons.ai/moirehus
Here are some pics of the final sculpt. It's maybe not perfect in terms of folds and other little things, but I’ve already spent too much time on it and I have to go to the next step. Hope you enjoy it! ✨
Here are some pics of the final sculpt. It's maybe not perfect in terms of folds and other little things, but I’ve already spent too much time on it and I have to go to the next step. Hope you enjoy it! ✨
I was now really happy with her and ready for starting to retopo and unwrap UV. But I wondered: how to torture myself again even more?
Why not look NOW how to integrate metahuman in the pipeline of my already advanced character?
And here I am, watching tutos and rearrange the whole sculpt.
I was now really happy with her and ready for starting to retopo and unwrap UV. But I wondered: how to torture myself again even more?
Why not look NOW how to integrate metahuman in the pipeline of my already advanced character?
And here I am, watching tutos and rearrange the whole sculpt.
So even though I thought I was almost at the end of the sculpt, it was necessary to redo some aspects of my character. Especially for the face and some folds of the kimono and on the knees of the pants.
It was painful to restart, but really necessary for the improvement of the sculpt.
So even though I thought I was almost at the end of the sculpt, it was necessary to redo some aspects of my character. Especially for the face and some folds of the kimono and on the knees of the pants.
It was painful to restart, but really necessary for the improvement of the sculpt.
I seeked some advices and feedbacks from some intervenants who had suppervised us at school and from friends.
Globally, I had a really good start and some interesting takes. But by wanted to go "too much" into realism, I lost some interesting shapes from the concept's shilhouette.
I seeked some advices and feedbacks from some intervenants who had suppervised us at school and from friends.
Globally, I had a really good start and some interesting takes. But by wanted to go "too much" into realism, I lost some interesting shapes from the concept's shilhouette.
Sooooo! All these messages above are from some time ago from a thread I started on Twitter/X. I had some difficulty knowing where I really wanted to go with this project and what I wanted to learn. Especially, I don’t really like working alone at home, so I scattered a bit.
Sooooo! All these messages above are from some time ago from a thread I started on Twitter/X. I had some difficulty knowing where I really wanted to go with this project and what I wanted to learn. Especially, I don’t really like working alone at home, so I scattered a bit.
For the fishnet top, I used a tuto on Youtube for how to do it. I done a quick topo of the top for being able to have a nice alignment of all meshes.
For the fishnet top, I used a tuto on Youtube for how to do it. I done a quick topo of the top for being able to have a nice alignment of all meshes.
Once all the rough blocking is done, I start to detail part by part. She almost have only clothes on her, so I begin by going on Marvelous to have a nice base for the sculpt.
Once all the rough blocking is done, I start to detail part by part. She almost have only clothes on her, so I begin by going on Marvelous to have a nice base for the sculpt.
I forgot to talk about it before, but I also have a Miro for keep track of my planning and progression. I'm a visual person need to have all that in one place to know were I am in my project.
I forgot to talk about it before, but I also have a Miro for keep track of my planning and progression. I'm a visual person need to have all that in one place to know were I am in my project.
I wanted to be able to articulate the glasses if needed for my renders, so I modeled the base on Maya and then import it back on Zbrush for subdivised it and placed the materials for helped understand what I'm doing. Later I gonna add some engravings on it maybe.
I wanted to be able to articulate the glasses if needed for my renders, so I modeled the base on Maya and then import it back on Zbrush for subdivised it and placed the materials for helped understand what I'm doing. Later I gonna add some engravings on it maybe.
After three days of work, I have an anatomy that begin to be good for what I aimed and started blocking the clothes. I choose to placed the accessories first because it was quick to do and take a little time to define more the base of the glasses.
After three days of work, I have an anatomy that begin to be good for what I aimed and started blocking the clothes. I choose to placed the accessories first because it was quick to do and take a little time to define more the base of the glasses.
I'm going to use a basemesh from JHill for winning a little time and work on the anatomy from this.
First thing first, I want my character to be properly scaled, so I created a box in Maya, and imported it to Zbrush. My character gonna to be approximatly 165cm tall.
I'm going to use a basemesh from JHill for winning a little time and work on the anatomy from this.
First thing first, I want my character to be properly scaled, so I created a box in Maya, and imported it to Zbrush. My character gonna to be approximatly 165cm tall.
Before beginning any 3D things, I spend two to three days looking for references. I like having a ton of them, for being prepare for anything, so I spend quite a time on it and organized it with ferver haha! Like that I always find efficasely what I was looking for.
Before beginning any 3D things, I spend two to three days looking for references. I like having a ton of them, for being prepare for anything, so I spend quite a time on it and organized it with ferver haha! Like that I always find efficasely what I was looking for.
I don't want to be too limited by the polycount, but I will remain realistic and aim approximately 100-130k tris. I’m just wondering about the weapons, because I want to showcase them, as I don’t have much in my folio, so I’ll see if I need more for them.
I don't want to be too limited by the polycount, but I will remain realistic and aim approximately 100-130k tris. I’m just wondering about the weapons, because I want to showcase them, as I don’t have much in my folio, so I’ll see if I need more for them.
For this whole project, I want to put the character in an environment to have nice renders and gonna check the Unreal Market Place for that. In reality, the character does not have many assets, so I will be able to push her the more I can.
For this whole project, I want to put the character in an environment to have nice renders and gonna check the Unreal Market Place for that. In reality, the character does not have many assets, so I will be able to push her the more I can.
For this character, I want to translet it in a more realist way. A game ready character like this should take me, aiming wide, 15 weeks max, like 3 months.
For this character, I want to translet it in a more realist way. A game ready character like this should take me, aiming wide, 15 weeks max, like 3 months.
I had my eyes on this concept for a while and I finally have some free time to work on it.
Why this one: I wanted to do curly hairs for a while, so gonna give it a try and I love the aesthetic of the clothes and the vibe. Gonna make a lot of folds!
I had my eyes on this concept for a while and I finally have some free time to work on it.
Why this one: I wanted to do curly hairs for a while, so gonna give it a try and I love the aesthetic of the clothes and the vibe. Gonna make a lot of folds!