Fauness (making of)
I was inspired by the character of the artist Pauline Voß ( https://www.artstation.com/skadivore ) and her work from Fauness ( https://www.artstation.com/artwork/W2KnKN ) , she has a set of great brushes from Procreate, which I recommend them to you.
I was inspired by the character of the artist Pauline Voß (Link) and her work from Fauness (Link) , she has a set of great brushes from Procreate, which I recommend them to you.
I started this project in the Animum course, but for external factors I left it aside, until I decided to resume the project and improve it on my own with what I know now. Since I was obsessed with the pose of the concept and I wanted to transmit it.
But in this project I want to thank the guidance of my teachers on Animum School.
- Pedro José Torres Triviño (link) whose initial educational guidance for this project was a great help in this work.
- Jose De Jesus Limon, CITRIKS (link) for his feedback and advice during the corrections.
- Javier Blanco (link) for his feedback and his advice on PYR sessions
I also want to make a separate mention to the tutorials and tips from Jorge Cerrada in his UOD channel (link) the Xgen tutorials that have helped me a lot in this work as well as in previous ones.
As I said before I was inspired by the character of the artist Pauline.
I found it very interesting to work a female anatomy joined with an animal, and in this case a deer.
I opted for a more realistic and less stylized modeling to enhance the detail and texturing.
I chose to make a face with realistic features and a girl a little older than the one that could be the character, I was looking for a sweet face shape and with the shape of the jaw like the one in the concept.
The lips I looked for a similar heart shape, but detailed and delicate.
The hair I chose for an intense reddish color, the same as the animal's body, which I toned up. Since the bluish color of the concept I considered that it was due to the question of lighting.
In addition with the Xgen I could give more interesting shades all over the fur.
I started the modeling approaching the shapes of a deer and a woman, which were modified to get closer to the result I was looking for. I thought it was interesting to enhance the musculature of the fawn so that when using Xgen it would give a nice volume in all the fur.
The shape of the girl I looked for the ribcage to mark lightly the ribs and a nice chest shape, all in proportion with the rest of the set.
As for the horns I have sought to make a textured closer to a tree trunk (such as an olive tree or a vine) that can be a smooth horn of an animal, so I could give more richness in detail to the whole.
Once I had the correct shape I went on to do a retopology and take the UVs of the character before continuing adding details, texturing the skin and modifying shapes.
Then we went on to work on the texture maps with substance, to later incorporate it into Maya.
Here the pose was made with Zbrush, as I said before, I focused on getting a pose similar to the concept, and give a rhythm to the hair that brings movement to the character.
As for the pose I decided that the best in my case was to raise the eyes.
Once I had the pose I added details and improved the skin and features.
Here I worked the materials in Maya with Arnold render, using a low resolution Maya and applying a displacement map that I previously made with Zbrush.
The Xgen work has been very laborious with which I have learned a lot since it has been a lot of work to guide and give the movement I was looking for. As for the fur of the animal, it was a lot of work to give the sensation of the fur I was looking for and to use the texture correctly.
As for the props in this case are flowers and herbs. Here I have used both a modeling of flowers in Zbrush with a later retopology and texturing of them. As parts with Xgen to make the vine and HairCards to make small leaves and flowers, to give a better look to the whole.
The render that I used a Skydome, among with 3 lights to show the work done.
Thank you, I hope you like it.
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