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Elf Rogue
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Elf Rogue

Aleksandra Jankova
by Lysandra on 6 Nov 2023

My very own personal project of a semi-stylized character.

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Breakdown of my Project: Elf Rogue

Software Used:

• ClipStudioPaint for the concept;

• ZBrush for the blockout and sculpting;

• Maya for retopology, UVs and rigging (and blockout for the daggers);

• Adobe Substance 3D Painter for texturing;

• Marmoset Toolbag for rendering.

Sketching out the Idea and gathering references

The main idea for this project was that I wanted it to be a female Elf character while the inspiration on how it will look came from the character Yor Forger from Spy X Family mainly for the clothes and color scheme.

The next step was finding references, which mostly were for the daggers and what type of hair style she will have. As for the clothes I sketched out the basic form that they will have, while the accessories came later with a lot of changes. For sketching out the clothes it really helped out that I graduated high school for visual arts and design where I had classes for design of clothes and textile.

Modeling and sculpting

Creating the character I started with the block out of the daggers in Maya which were the easiest part of the project. The first dagger has a long elegant blade with a very sharp point and two sharp edges, and a gem as the center piece. As for the second dagger it is a more of a used up hunting dagger with a wrapped up binding around the handle.

The ZBrush workflow was challenging from start to finish, to say the least. The sculpting of the body, face and clothes was the most enjoyable part to do of this project.

The biggest challenge was the hair. I started off with a simple blockout of the hair to get the shape that I wanted and then using different type of curve brushes to get the final look.

Retopology

The retopology process of the body was time consuming. As for the clothes and accessories they were Zremeshed in Zbrush to save me time.

UV Mapping

As for the UVs I tried keeping my UV space as clean and organized as possible.

Texturing

The texturing of the model was enjoyable because it started to look like how I have envisioned it. For texturing the model I used various methods, for some elements I used already made smart materials while changing some things and using filters and generators. Some parts have manual painting like the body, eyes, daggers and bandages.

Lights setup and rendering

In the end, I used my knowledge and experience I gained during my studies for film arts and photography in setting up the lights as if it was shot in a studio, main light, fill light, back light and one more to lit up one of the daggers.


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