This project was completed in a 5 week Summer course focused on advance modeling workflows. This project was sculpted and polypainted with ZBrush, textured with Substance Painter and rendered with Marmoset Toolbag.

4_shi.png
2_shi.png
 
 
 
 
 
 
 

Concept Sketch

 
 

Time was a concern for this project but I still wanted to test this workflow. I know I wouldn’t have time to make custom morphs and didn’t use this process in the end.

Reflecting back, It was the trim adaptive brush I needed.

This is also when I realized I needed to take a sub D modeling approach if I was going to bring it back into ZBrush.

While I was already editing the flower again, I realized I didn’t like how much the previous flower attachment stuck out. I reduced the depth and made the shape a square since this was clearly simpler to match the collar shape. It was a detail that wouldn’t be seen much anyway.

Learning by doing.

It’s all about the pipeline.

These slides were kept as a log that I would send my professor each week. I did intend on on making a fully clothed character but given how short the course was, I had to make the appropriate changes in order to submit a project that felt finished. I did make it quite far in the process.

Trying to ZRemesh for projection.

ZRemesh left followed by Projection on the right.

The trial and error game.

left, mesh retopo in Maya. Right, you can see the original I am projecting. The “play with projection settings” game continues.

We have a winner.