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You will be able to project the created details on your low-poly mesh later on. Don’t be afraid to Dynamesh and ZRemesh your model at this step as you will run out of resolution at some point.
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I used my low-poly mesh as a base in ZBrush, divided it several times in the Geometry panel, and used Move, Clay Buildup, Pinch, and Inflate brushes to change the proportions of the character to make her look as closer to the concept as possible. The perfect option is when you already have a good base mesh with clean topology, UVs, and sometimes even with a rig.įor this particular project I used one of the stylized female base meshes that I created earlier, but it needed some adjustments further on since we had a relatively large budget of polygons for the main characters (around 30k). When developing a model for games, we usually have quite rough deadlines, so there is not too much time to start a character from scratch, noodling with spheres and simple shapes. The hardest thing here is not only to transfer all the details into a three-dimensional world, but also to improve the character even more, making her expressive and clearly depicting her personality from the very beginning. Once the concepts are ready and accepted, we can move on to turning our 2D drawing into a 3D model. Gathering references and creating concepts in Procreate This way it will be much easier to feel the character’s personality and make her match the initial description not only in static, but also in dynamic and movement. I made several examples of the outfits to choose from, and I also created a map of facial expressions and emotions for the animator. For this purpose, I usually use my iPad and the Procreate app as I really like the natural feeling of their Pencil, Charcoal, and Ink brushes that are perfect for sketching. Then I moved on to sketching and creating the concepts. For this particular character, I was looking for the references of people who had similar appearance and facial features, references of hairdos with curls, and a lot of images of outfits of the 1920s. For this purpose I usually use PureRef – a helpful little program that keeps all your pictures neat and organized. Before I even started sketching, I gathered a large moodboard, collecting the most appropriate images. After modeling an addition to the character not present in the initial concept, Allessandro renders and presents the final model in ZBrush in the form of a character sheet and a turntable.At the beginning of the project, I was given a detailed description of the character followed by a number of references about the style, outfits and personal details of our Lady Detective.
#3D PUBLISHING CREATING STYLIZED CHARACTERS HOW TO#
Particular attention is paid to keeping the topology of the various parts consistent for an animation environment, showing in particular how to efficiently retopologize parts in 3ds Max to achieve a better geometry distribution. Next, he details the character with a combination of polymodeling techniques in 3ds Max and ZBrush sculpting. This becomes his base in 3ds Max to block out all the main components through polymodeling. Alessandro then demonstrates blocking out the character with ZSpheres in ZBrush using the concept as reference for proportions. The essential steps are covered, starting with the presentation of the initial 2D concept and associated reference materials. In this title, Alessandro shows his workflow to model a stylized character for production, based on a given concept.