Monster Challenge (3D Category) - 'Sleek'
I am using my monster concept from the 2D Category and making a 3D sculpt of it.
Update - 8 Mar 2020
This is my final render for my monster 'Sleek'.
Tail Deformation -
What I did to fix the tail was in Maya, there is are sculpting tools and one of them is a smooth brush which I ended up using to fix the weird deformation.
Using Substance Painter -
I was using XGen in maya to create the hair and fur but, it was a little awkward to work with since I can not see where the textures are and where the hair and fur are suppose to start. So what I ended up doing is going in Substance Painter and creating textures for my monster.
I only focus on the part that I knew were not going to be covered in hair and fur.
Textures into Maya -
Once I was happy with the textures, I exported Base Colour, Metallic, Roughness and Normal Map.
For the mushrooms, I ended up doing it procedurally using mostly a noise node and making the same noise node into a mask (black and white image) for the specular roughness.
XGen -
The issue with using XGen with displacement on top is that you cannot see the displacement in the interface of Maya so, I had to keep my render open while constantly grooming and grabbing the hair so it does not clip over the model in the render.
Overall, once I got the hang of using XGen, its become easier to handle.
Lighting -
I wanted to go for more simple lighting with a rim light, fill light and key light. For the pupils, while looking back at my 2D concept, I wanted to see what it would look like if I added in a point light right around the eye. It ended up looking similar to my 2D concept as well as, making it a focal point.
Update - 6 Mar 2020
I decided to go for the standing pose since I did a crawling pose for my 2D concept sketch. I started blocking out the muscles and other features like ears and tail.
Since I am unable to work with symmetry, the sculpting process was more time consuming and more challenging since I need to make both sides pretty similar. However, I think not make it symmetrical adds a more crooked and creepiness to it.
Head - The head was the most time consume due to me adding detail on the teeth as well as adding detail to the antlers.
Torso - Using the actor and human anatomy as reference really helped since I am not really familiar with the human torso anatomy.
Arms and Legs - I needed to add more mass and clean up a few edges on the mesh since while working in Maya, I just used cylinders and cubes without really thinking of how it would work in ZBrush. I ended up spending extra time on polishing and cleaning the limbs.
Tail - the tail ended up being really crooked. When I try sculpting or polishing, it gets worst. I will most likely fix it within Maya since I have a better workflow within Maya than ZBrush.
Once I was happy with the sculpt, I duplicated the sculpt and lowered the poly of the mesh to be more compatible in Maya and also projecting the original sculpt with the detail onto the low poly model. I then made a Displacement Map so when I rendering in Maya using Arnold, the displacement map should show my sculpt details.
The plan now is to add hair and fur on the sculpt and, if I have time, texture it. But my priority at the moment is adding hair and fur.
Update - 2 Mar 2020
I start by trying to copy my 2D concept art and translate it to a 3D environment. I mostly used spheres and cylinders to make the torso, head and limbs but for the fingers, I used cubes.
I also did a stand up pose as well since I did not want to try out different poses and also not make a replica of my 2D concept just in 3D. I thought it would be a good idea for the long arms to drag on the floor when walking bipedal.
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