Rookie Awards 2024 - Open for Entries!
Crewless Charlie
Share

Crewless Charlie

Fabienne Scherer
by fabiennescherer on 15 Mar 2024

Rework of a character design I initially did in my second year at university. The task was to design and visualize a "hairy" character. All aspects by me.

4 165 1
Round of applause for our sponsors

I used the Morphable Male Basemesh from 3D Scan Store as a base and adjusted it accordingly to my character in ZBrush. I mainly focused on the eye bags and skin imperfections and made sure to make the face less symmetrical. Some assets were also sculpted in ZBrush.

I created and simulated the clothes in Marvelous Designer. To make the pants fit into his shoes, I used pins to pull them up and hold them in place. I also used the iron tool to create the ropes' imprint on the coat. The coat was simulated longer than its actual size would be because I was going to use an opacity map to make the ends of the coat look frayed.

The grooming was mainly done using Ornatrix for 3ds Max. You can see some of my guides in  the images below. For the hairs that had no specific direction such as the fuzz on his jacket or ropes I used VRayFur as this is less heavy on the file and very quick to set up.

To texture the assets and skin, I used Substance Painter. For the skin, I used the scans from 3D Scan Store as a base, and added some details. The channels were then exported to 3ds Max for shading.

Most of the shaders in this project were VRayMaterials and VRayHairNextMaterials. However, for the skin I picked VRayALSurface because it is the most flexible as it is made up of several layers, which is closer to how real skin works. I also used texturingXYZ micro skin and iris textures.

Final Renders


Comments (1)