Character Art - Female Rouge Character
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High-poly sculpt in Zbrush |
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Turnaround |
This is a personal piece I started to improve my character modeling skills. Up until now, I typically go much more stylized but realism seems to be what the industry is demanding from my perspective.
I wanted something a bit more challenging than what I usually do. This design/illustration from Hak Sun Kim fit the bill.
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Blocking the character |
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At this stage I'm not concerned with getting the anatomy perfect.
Get something on the canvas. It is much easier to refine and change than it is to invent or create. I modeled what ever I could from memory channeling my figure drawing experience. It is a much more loose and freeing experience than having your eyes glued to your reference board.
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Refined Anatomy |
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Clothes and gear blocking |
Clothes and gear was an aspect that use to overwhelm me a lot. My current approach I adopted from Nikolay Naydenov watching him on skillshare.com. I'll show more of that process on the next project.
Block and refine much like the body.
Notice I added lashes and eyes and applied color. This is a habit I picked up along the way.
While you should not be worrying about minor things at this stage, I find it is important to sell your character when ever possible. It took me two seconds to alter a dynameshed sphere, apply a phong-like matcap, and paint it blue in Zbrush.
I highly recommend doing minor things such as this whenever you render out your model no matter what stage. Even if no one will see it but you, you're selling it to yourself. Seeing that image motivated me to finish.
While I'm on the topic, I often apply quick flat color paint jobs while I work. It's remarkable how much of the form you can see with color applied that you wouldn't see on a gray material.
Now with the high-poly model complete, I'll move on to retopology. I'm anxious to try my hand at bake maps and texturing in substance painter. Two of my major weaknesses at this present moment.
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