Aelin (Throne Of Glass Project)
For this project I decided to make a fanart from the book series of Throne Of Glass, written by Sarah J. Maas.
Throne Of Glass Project
Why I chose this project
Since I was little I’ve always loved fantasy novels and last year I stumbled upon a series called Throne Of Glass by the author Sarah J. Maas. Saying I fell head over heels for this series would be an understatement so, some time later, I decided to create a fanart of Aelin, one of the characters, translating it into a 3D format.
It has been a long project, filled with new achievements, very poor choices and various mistakes, but now that it's finished, I’m quite proud of the results.
The programs I used are: Maya (hard-surface props, lighting, shading and rendering (Arnold)), Zbrush (sculpting and clothes simulation) Substance Painter, After Effects and Photoshop.
The process
Not having any real 2d concept for the character I perused the books to understand her physical appearance. Then I made my own concept.
Initially I was leaning towards a realistic approach.
Initial sculpting:
Retopology:
Textures:
Clothes and various groom tests:
Final renders:
Trial and error
That’s when I changed my mind. In itself the model didn’t look too bad to me, but I wasn’t satisfied at all. So, I decided to change the style of my model and make it more cartoonish.
All things considered, I should have done it sooner, but I'm glad I had the opportunity to experiment with grooming in x-gen.
I reused and adjusted the face and retopologised models I already had to optimise the process.
I used the standard female body from Zbrush as my starting point, modifying it according to the needs of the character.
I started working on the props and clothes, starting from a rough sketch
It was a challenging process because the character had many layers of clothing and I kew that, although making her visually interesting, I wanted to keep it as simple as possible for the posing process later on ( not having a rig to bind the model to).
After creating the uvs, I exported the caracter to Substance painter. As for the texture style I tried different solutions but ultimately landed on a mixed style with a realistic material base overlayed with stylized bits like the lineart on the face and the color splotches here and there.
Once I was satisfied with the outcome, I imported the model on Zbrush and posed it.
Then I created a render scene in maya with better lights and background and rendered both t-pose and posed models, focusing on beauty, albedo, ambient occlusion and wireframe passes.
Once composited, this was the final result.
Hope you like it :)
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