By Mythcons - 4 Years Ago
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This will be my second submission when he is finished.
I decided I wanted to work on a large, stylized character. I took my Earthquake morph and used it as a base to sculpt a new character.
First I gathered some references. Again I am using One Piece as a source for inspiration. There is is a variety of larger characters in that series to draw reference from.
I decided to use Blender as my subscription for Zbrush recently expired and I'm in a frugal mindset these days. Also, there's nothing wrong with Blender's sculpting capabilities.
I ended up with this morph being imported back into Character Creator from Blender. I put a Cartoon texture on him, converted from the Reallusion 'Cartoon Character Designer' pack. I then went into SkinGen and added some basic presents, such as body hair, dull eyes, and added some coloration to his face. I have not yet finished with this process. I then took a render of this character morph and sketched some armor on him in an illustration application. I ended up going with a gluttonous, viking barbarian type character. This is currently where I'm at with the character. I really liked the idea of him eating a large drum stick while engaged in combat.
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By uvz - 4 Years Ago
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Bro, Please do the Blender Pipeline Tutorial for the benefit of those who can not afford ZBrush like me.
Many Thanks In Advance
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By Mythcons - 4 Years Ago
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uvz (9/6/2020) Bro, Please do the Blender Pipeline Tutorial for the benefit of those who can not afford ZBrush like me.
Many Thanks In Advance
Sure thing.
1) Export your model using OBJ > Nude character in bind-pose.
2) Import the OBJ into Blender, making sure to retain vertex order and with polygroups checked. (You may be able to split the groups, but I haven't tried).
3) Select your figure geometry and enter the Sculpt tool area. I usually sculpt on a Shapekey, but this is optional. It just gives you greater control over your sculpt, allowing you to dial in or out your changes and various other things. If you use Shapekeys, remember to dial them in before sculpting -- otherwise there will be no changes to your mesh.
4) Export with polygroups, and possibly vertex order kept (I always check it).
5) Create a new morph using the exported OBJ and the accompanying OBJ Key. You can either make the morph a new morph, or you can apply the changes to your existing project character. I generally prefer these options.
6) If you want to apply the changes to your current project, use the 'Target Current Morph' and 'Auto apply to current character'.
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By matenn30 - 4 Years Ago
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https://oakcorp.net/pixologic/zbrushcore/ https://www.gimp.org/ https://store.steampowered.com/app/1194110/Substance_Painter_2020/ Above (If you can translate, please translate.) Is it reasonable to use a reasonable price with the url? 上記(翻訳可能なら翻訳お願いします。)urlで手ごろソフト値段でもダメですか。
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By uvz - 4 Years Ago
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Mythcons Sir, Many Thanks for sharing your workflow. Will try it out right away. Grateful for your help. Thanks Once Again.
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By Mythcons - 4 Years Ago
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I apologize but I don't understand.
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By Mythcons - 4 Years Ago
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I modified the helmet, but I have yet to texture it so it doesn't appear in the latest render. I also used the Hair Tool for Blender (paid plug-in) to create a beard for him, as I depicted in the sketch. I also used a hair preset to give him actual long hair, separate from the beard.
I also gave him a hammer, but I don't yet like the texturing, and may re-do the entire model. It is a simple model with strands of leather, a handle, atop a block of concrete. I used a Red and Green ID map to generate better textures for the armor using Character Creator's Substance interface. Basically this allows you to put leather, fabric, metal, or custom textures immediately on the Red or Green areas. Also Blue if you want a third color.
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By rosuckmedia - 4 Years Ago
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Hi Mythcons, I'm not a developer, I think your workflow is very good, Your characters are great Best regards rosuckmedia
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By Mythcons - 4 Years Ago
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rosuckmedia (9/8/2020)
Hi Mythcons, I'm not a developer, I think your workflow is very good, Your characters are great Best regards rosuckmedia
Thanks for the kind words. I have actually learned a lot from this contest and have plans for marketplace content.
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By Miranda (RL) - 4 Years Ago
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Thanks for your sharing about Blender settings!
Looking forward to seeing more of your creations. Every entrant can submit up to 3 entries, but there is no harm to create more during the contest, and pick up the best three to be the final.
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By Mythcons - 4 Years Ago
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Hi Miranda,
I may do just that. I currently have a bit of time to spare and I'm in creation mode.
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By Mythcons - 4 Years Ago
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I've been out of commission for a few days with health issues. I have had time to work on some more stylized assets for one of my Contest WIP projects -- the Viking Glutton. The assets are un-textured as of yet, but they represent the direction I'm going in. All created in Blender. The beard, and fur on the pauldrons, will have alpha map opacity.
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By uvz - 4 Years Ago
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Great to see you return. This is awesome. Just wondering that when a character has a name for it then the idea to achieve the final goal becomes easier. Love the output already.
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By Mythcons - 4 Years Ago
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uvz (9/16/2020) Great to see you return. This is awesome. Just wondering that when a character has a name for it then the idea to achieve the final goal becomes easier. Love the output already.
Thank you. Yes, sometimes naming the character can give you a bit of a direction, which can make things easier when designing.
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By Mythcons - 4 Years Ago
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I was going to branch this character into a new entry, but since he is relatively similar I will keep it here. I've been playing with the proportions and I think I like this design better. It's a much further exaggeration, and Character Creator can handle it fine. I am still working on accessories. I was thinking of changing him into a post-apocalyptic character, but I think the viking theme works well. The first image is an export to Blender using a MatCap Shader. The skin is partially hand-painted to give him a slightly stylized look.
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By Mythcons - 4 Years Ago
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My final idea is coming into focus. The Viking Glutton has slowly transformed into more of an ogre. My design process needs some work (very non-linear), but I'm becoming more comfortable with where my finished product will end up.
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By stuckon3d - 4 Years Ago
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Some real excellent stuff here, well done.
cheer!
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By Slayerazazel - 4 Years Ago
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This is looking absolutely amazing. You really have a knack for exaggerated stylized characters.
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By Mythcons - 4 Years Ago
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Greetings,
The turntable for this entry, at least for now, can be seen here:
I feel like I could have done a lot more with this entry, but leaving a project open-ended can lead to issues.
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By tripfreak - 4 Years Ago
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Cool buddy!
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By Slayerazazel - 4 Years Ago
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When I look at him, I think Asterix. Mainly his sidekick Obelix, even though they look nothing alike. Maybe it's just the shape and the fact that he's a Viking.
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By Mythcons - 4 Years Ago
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This is a variant of WIP #2, tentatively called 'Santa's Enforcer'.
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By iceool - 4 Years Ago
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Good work Glad to see you again.
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By Mythcons - 4 Years Ago
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You can see the final entry video here:
This character went through so many iterations it boggles the mind. Here's a variant I seriously considered before reverting back to the Viking Glutton::
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