Goblin Guardian
This is my Entry or the Rookie Award /21 I m happy to join the run. I spent so much time on it, hope you ll like it.
Hi everyone,
I'm so pleased to share with you my last project, based on Tony Sart's concept "Goblin Guardian". It was a very long journey to sculpt it, with a lot of good moments and some struggling moments. But At the end , I m very happy with this one.
I spent so much time to achieve this project, I spent also , many time to ready anatomy books, watching tutorial videos on Youtube and asking me if i was on the good ways or not.
I ve decided to run with this one, because the concept was really interesting, more or less difficult for a rookie like me and it would help me to practice many differents technics.
So, I'm going to show you how a did this piece and hope you will enjoy it.
PS: sorry if my English is bad..
So, there is the Concept and the final result, I'm pretty happy with it, and it's remind me how long it was and how many nights and days I spent on it.
When I saw the concept, I should know if the project wasn't to big for me, as a Rookie, I wouldn't do a piece that I couldn't finish. Also, I needed to know what path i would take : Realisme or Stylized
I needed to know what style i was capable to do on a long run. Im someone who likes a lot of stuff, realisme, stylized etc.. It was difficult to choose but I decided to go to Realisme.
Why? First because,I think I'm better on this way. Second , because my main dream/goal is to work on big project like God Of War, Spiderman of things like that , and i would love work with Raff Grassetti. So this is why I decided to go on realisme, I needed to know if I was capable to have at least the potential to reach that kind of production's level.
Its funny to know that, it's started with a sphere....
4 steps.
From the blocking to the final Body choice. I can hear that question "Why did you spend so much time on body, we cannot even see it on the concept" .
I m assuming that, we need solid floor to build a house, isn't it ?
I'm beginner, and I cannot skip the basics, I assuming that it wouldn't serves me to do only the armor without practice anatomy. Good forms helped me to make the character more believable. I don't think it's a good move to sculpt/draw clothes or armor without the anatomy knowledge.
Head: 4 tools were required :
Ability to understand volume/forms, my Eyes, opacity tool which helps me to adjust the model and Anatomy for Sculptors book which helps me for the fundamental (bible for Chara' artist)
Body: It was a bit tricky due to the fact, I had to imagine the whole form under the armor and clothes. But thank's to the AfS (Anatomy for Sculptors) book, I did it. I wanted a bulky body, he looked fitting well with the armor shape
Armor: I did all the armor in zbrush, i wouldn't zigzag between Max and Zbrush. I also watched 3 tutorials on YouTube to help me to go faster : Marco Plouffe and Jayson Fitch (Insomniac Games) for the Hard Surface => masking the area, extract, cleaning edges with the deformation tool, group loop, zremesher until I had a good topologie, panel loop, keep hard area needed with crease, dynamics subdiv here we go.
For the details, I was struggling with the idea, should i sculpt it or should I use texture.. It's make me get so hard sleeping night.. I watched Tom Newbury tutorial on Youtube, mix of alpha, Hpolish and layers.
Clothes: For clothes it was more or less the same that I did with Hard surface. Because it's organic, no need hpolish, I used standard, damstandard to get the main shape. I watched Guerilla's Game tutorial on youtube to do the leathers details. Thank's to em! And i put stitch by hand with my insertmesh.
I think to get the result that I wanted (close to Big production) I needed to sculpt detail, like I saw on Kratos sculpt on Artstation by Raff Grassetti.
Skin details:
For skin details, I used some basic and free skin alphas. I also watched some Tutorials... (I know that you know it) used AfS books, my own Hand that it cut for the project...
Ok ok ok... HighPoly is done! But it's also time to do Retopo...
My god, Retopo, i think it was the less funny part of this project, so I used Topogun and Zremesher + Zmodeler to go faster when I needed. I also bought Danny Mac 3D body retopology tutorial to helps me.
Uv: Time to Unwrap, to help me on this task.... TUTORIAL TIME!
I did some texture Set, put Skin together, Cloths together and Armor together. I mirrored some part and put them away from the Uv's map. The reason that I unwrap the head like that, it due to his BIIIG NOSE, I didn't know how to manage it. So I cut the head in half... Don't kill me please.
I also did some ID map for details like stitch I planed to bake on my low poly.
J Hill, Siamak R, Rodesqa ____, MR3D-Dev , Julio Cesar Espada and Angelina Kelli I grab what I need where I need .
Hello! are you still here? If Yes , thank's you to reading me !
So time to export, for this process I decided to export by name HighPoly and LowPoly.
I tried to bake only using the texture set but the baking turned so bad, very bad result , so I decided to bake by name, that gave me a really good result. You can also see the set list has worked.
Baking : Most of time, the baking doesn't work fine the first time.
I started with the first pass of baking with low resolution to see where I can see some bad artefact of poly overlaps etc. This is the moment I spent soooooo soooo much time between 3ds Max and Zbrush, to adjust as possible my LowPoly to the High and get the better result.
Substance Painter: SKIN
Guess who's back with some Youtube's Tutorial! hey hey! I ve learnt a lot from this video and I also keep on watch the original concept. To get closer as possible to realist character without being to far away from the concept.
It was so cool to give life to this model with the texturing. Also, texturing was a good for the story telling, put some dirt here and there , some mud on feet, glossiness around the mouth to give some saliva etc etc
Substance Painter: CLOTHES
Woulalala, nice to see that ID maps works soooooo well, you can see dirt, dust . The leather looks pretty convincing to me. At this moment, I was pretty satisfied with the result and comfort on the idea that i had right to sculpt details instead of put only texture and try to play with.
Substance Painter: ARMOR
More or less the same thing that I said for clothes, STORY TELLING!
PS: I used Andrey Lukashov's chainmail texture . It was maybe too tricky or too time consumer to do it in zbrush
Substance: EYES OF TIIIIIGUUUUUUR! Oups
This is the eye I did, thanks to Rodesqa__ Youtube tutorial for this! I put some Emissiv on it to get the feeling of the concept, it's may give a bit of storytelling , like "Oh this Gobelin living in cave, he needs to see in the dark" yunoo
Export_Texture:
Wooow it's time to export our texture on another software, I used Marmoset for this.
PBR SpecGloss Metal rough is used for this one.
Nothing to say. Except "Nice presentation"!
Marmoset : Lighting
Let's put some light on our character! As you can see, I put 5 lights around my character to avoid as much possible dark areas and show the character as much possible. Because I m not a professional and I m here to show the character , I think it would ve not serve me to get a dark ambiance which would avoid the judges to analyze well the texture and stuff like that.
Marmoset : Plug textures
So, it's nice to see Our texture set works fine, when I import my model, material was already done, I had only have to plug the texture, but as you can see there is some problem, most of time you have to flip the normal in Y to get THE good result.
Marmoset: Render
So after I put camera and manage parameters you can render your Character! HERE WE GO!
IT's DONE , I hope you enjoyed this travel with me.
Thank's you if you reached those final lines.
To be honest, I tried the rookie last year and by lack of time everything turned bad , So this project is a revenge and a proof to myself that i m capable to do this kind of stuff.
Good bye and take care of you
Sylvain de Chavigny
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