BONESMAN
Character I made based on Andrius Matijosius concept
Hi everyone, hope you re doing all good.
Here my last project based on the wonderful concept of Andrius Matijosius
The most challenging project I ve done till now.
I was able to achieve this thanks to Bruno Camara Masterclass. It helped me so much to run this project.
Hope you will appreciate it.
tri:111594 (Helmet version)
THE BREAKDOWN
I'm so pleased to share with you this project, based on Andrius Matijosius concept "BONESMAN". It was a very long journey to sculpt it, with a lot of good moments and some struggling moments. But At the end , I m very happy with this one.
I spent so much time to achieve this project.
I decided to run with this one, because the concept was really interesting and it would help me to practice many differents technics.
So, I'm going to show you how I did this piece and hope you will enjoy it.
So, there is the Concept and the final result, I'm pretty happy with it, and it's remind me how long it was and how many nights and days I spent on it.
When I saw the concept, I was like “Oh this one looks is crazy, there many different materials, the design is cool, lets go!” . Because texturing is my biggester weakness I decided to choose a concept wich could make me practice this field.
Also, I needed to challenge myself as always. I needed to compare my first attempt at the Rookie and this one.
This is what motivated me to select a more complexe concept than I used to do, also I decided to use Savage Art Academy's tutorials, from Bruno Camara (Character Artist at ID software, work on God of War) as guideline in order to improve my skill.
THE RULE: "To achieve the same level or above than the best works ou there"
I started with a base basemesh I did few months ago, before I decided to sculpt this new project, I had the opportunity to talk with Colleen Peck Larson (Senior Character artist ate Naughty Dog), and she gave me a lot of good advices. That helped me so much, I will be always gratefull to her.
In order to get the best proportion as possible, I used a body scan as Ref and I fix some areas.
How:
Clothes + Cape : Marvelous/ Zbrush
Armor: 3DSmax
Retopo: Topogun
Unwrap: 3DSmax
LIKENESS
As you can notice, I decided to do a likness of Jon Bernthal, it was so fun and challenging to do that. I could easily do a unkwown character, like a basic face, but i thought like Jon fited perfectly to the concept. I tried first to do it like by only looking his face and reproduct, I WAS SO WROOOONG ah ah
It was so chaotic, then I decided to watch a tutorial on Youtube and my life get easier
LOWPOLY
Once my decimated mesh were done, I put them in Topogun and did my retopo. I did all of it by hand in order to have more controle on my amount of poly.
TEXTURING
For the texturing I followed the tutorial from Bruno Camara at Savage Art Academy and an other one on youtube, very usefull to understand how to avoid boring texturing.
By the way, for the Baking, I did it on Marmoset, it was a Colleen and Jared Chavez tips, it's way easier and you can fix all your baking errors in real time, then you can send it on Substance or other texturing software
In order to be better in texturing, I used some texture files provided by Bruno Camara, put them in Albedo, Roughness channels, worked on it by play with level, height channel, added more colors variation, dirt etc..
And I went back and forth between Substance and Marmoset in order to have a better vision of the result and fix it.
LIGHTING
For the lighting I had some ideas in my mind. But I also wanted to try some lightings, I decided to go for a more "Army" vibe with green yellow and the other one based on Interstellar last Frame but I decided to change a bit.
END
That it, I know I may forgot some parts, do not hesitate to ask me, I will try to reply.
Thank you if you read me, otherwise no problem, I know it was a bit long he he
Hope you enjoyed it and see you
bye
Sylvain de Chavigny
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