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Barbarian Warrior
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Barbarian Warrior

by CamerynHiggs on 27 May 2023 for Rookie Awards 2023

This is my final project for my Advanced Term with Think Tank Online. This character is based on the amazing concept art by Tori, you can find their ArtStation account here: https://www.artstation.com/bidulgi.

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Barbarian Warrior

Here is my final project for my Advanced Term with Think Tank Online, based on the beautiful concept art by Tori! I am beyond happy and proud to share this result as it portrays just how far I have come in less than a year! I would like to express gratitude to all of my supervisors along the way, especially to Luís Omar who guided me throughout this term. I would also like to give a huge thank you to all of my classmates, for all of their help and support!

When I started Think Tank Online last June, I had never done any form of digital art, had no clue what CGI entailed, and was still new to gaming. With some gentle nudges and support from my family and friends, I decided to explore this entirely new and enticing pathway. Now, with this term's final project complete, I am able to witness my own growth, and reflect on how far I have come. This term’s final project was brought through the games pipeline, and I am extremely excited to share! I cannot wait to learn more and I look forward to what is to come!


Breakdown

These images show my initial rough blockout, through to skin pore detailing in ZBrush. Once I was content with my initial sculpt, I used a base mesh from the 3D Scan Store and ZWrap to assist with the skin detailing. From here, I used the ZBrush projection tool to bring my sculpt details to the wrapped mesh. Next, I added extra details, made some fixes, and used some XYZ Skin Displacement Brushes for touch ups in ZBrush layers, until I was ready to bake them.

Here is an example of some of the low poly topology and UV maps I made. As I become more experienced with creating UV Maps, I look forward to getting better at optimizing them as well as the material sets.

Here is my finished low poly version, divided into material UV sets in Maya, as well as my freshly baked version of the model in Substance Painter.

Here are my different texture channels in Substance Painter: Base Colour, Normal+Height+Mesh, Roughness, Ambient Occlusion, and Material.

To texture the eyes, I used XYZ Iris Utility ID Maps in Substance Painter to create the colour, height, and gradient effect I was looking for. The slider shows the Base Colour, Normal, Height, and Normal DirectX maps, while the following image is the completed eye material in Substance Painter.

After I had completed my first pass at my textures and viewed them in Marmoset, I went back to Maya to create the fur and hair components in XGen. I used lots of modifiers such as Clumping, Noise, and Coil, to get the desired appearance, while keeping the CV count and the density as low as possible. Once I had completed the look, I turned the XGen descriptions into geo to test in Marmoset.

Finally, I posed my character in ZBrush, brought the posed model into Marmoset, and made some final adjustments to texturing and lighting.

Thank you for taking the time to look at my project! 

~Cameryn


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