Here is my approach to Heimdall one of my favorite characters from the Marvel series. The Goal was to create production-ready assets for a VFX movie.Everything is built from scratch to push myself in modeling and texturing and lookdev to strengthen my understanding. During this journey, I learned to be more pragmatic with my process.
Creating details for armor was very tricky for me but I used multiple tricks using Mari and Zbrush noise to create displacement, I picked a couple of alphas from the internet and create seamless texture in photoshop. As to understand how the flow and direction of pores around the head works, I studied multiple references and created pores and wrinkles brushes in zbrush learning from various tutorials. I dug dip and to have sharp details I used HD geometry in Zbrush to achieve results. Whereas for understanding XYZ workflow I used XYZ texturing to details the hands in Mari. I hand-painted the textures for the character using Substance Painter.
To achieve the goal of creating production-ready asset and better my understanding, I sculpted character from scratch to study anatomy and body proportions . Retopology of character was done in Maya. To get armor right on the place I had to go through a lot of movie scenes from Thor to get proper reference which was fun.