Desertwoman

Character Creation – Responsible for all aspects

The desert character within a sandy scifi landscape was part of my demo project. Within a few weeks I designed this character myself from concept, sculpting, retopology, texturing to rendering. As a support, the basemesh of an anime character helped me get started, after pre-defining rough proportions I designed the concept for the clothing, a lot of it happened within the process, so I ended up combining tattered fabrics and metallic remnants. Funnily enough, the shoes took up the most time for me. After all the clothes and the character were finished in their basic form, the cleaning of the edge flow and the retopology began. I then added ornaments and patterns using alphas in Zbrush. For the details on the character, some pre-made alphas for wrinkles, cracks and pores in the skin, especially in the facial region, helped me. I then exported my model in high and low poly versions and baked the textures within Substance Painter, Here the character finally got some color after the polypaint in Zbrush was just for better orientation. Due to time constraints I was no longer able to rig the character, but am open to an exchange if a creative animator is interested, hook me up!

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2024

Desertwoman

Demoproject – responsible for all aspects

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Here you can see a view of the lowpoly wireframe on clay. The aim was to achieve a clean edge flow with only quads. When starting a human character, it is often recommended to use an existing basemesh to speed up the process

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Clothing, armor and other parts can be extracted and extruded at the lowest subdivision level to maintain a nice topology and have a quick blockout to start finetuning and detailing.

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For the details on the body, a variety of alpha brushes were used on the high poly mesh to create wrinkles, pores, birthmarks, etc. and then baked onto the low poly version.

In the desert, you become a child of the light, and the silence teaches you how to live.

Paulo Coelho
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