Giovanni Savastano's characters
Hey! I am Giovanni, a 25 year old guy with the goal to join the game industry as character artist (you know, we live only once, so why not doing what you love). I am a selft taught artist trying to push his art to the professional level. I like to create realistic characters with both hardsurface and organic sculpt.
"Elizabeth IV" is an original character I designed, the intent was to create a princess knight to work on hard surface mixed with organic sculpt. I designed this character by feeling inspired from random pictures.
The character is been sculpted in Zbrush starting from a sphere, I created the base body and on top I created the base mesh of the clothes and then added the folds; for the hardsurface parts I sculpted the volume in Zbrush and with the manual retopology in Maya I got a cleaner mesh; for the scabbard I used a mix of alpha I made in Photoshop, some pictures turned in alpha and manual masking; for the surface details I used both alphas and sculpt in Zbrush; for the skin pores I made a single pore alpha and then turned in a group of pores and applied through the HD geometry tool in Zbrush.
The retopology is made by hand in Maya following the animation edgeflow, after I UV mapped the character in: 1 set for the head, 1 for the eyes, 1 for the clothes, 1 for the sword and the scabbard, 1 for the armor and the chainmail, 1 for the leather parts and 1 for the hair textures.
The texturing is made by hand in Substance Painter following the PBR workflow. I made a base color with roughness and on top of that I created variety with generators and hand painting; for the skin I made a simple texture following the skin color variation and painting some details later, I also created a roughness map based on curvature map I got from the normal map exported from Zbrush; for the leather, the fabric details and metal I used generators and alphas on the brush.
After I created the hair in xgen, turned into geometry and baked onto a plane to get the cards and I manually placed it in Maya.
I went through the rigging process, creating a simple rig joint by joint, to easily pose the character.
The render is made in Marmoset Toolbag.
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