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Wednesday, November 5, 2014

The Soothsayer

So I have joined polycount forums and am doing some of the contests and monthly challenges. This is the Soothsayer, Concept by BALDI KONIJN (http://www.baldi-konijn.com/)

 Here is my attempt at the October challenge. I aimed for a cinematic version of the Soothsayer: custscene stylized hyper-realism (think that's an oxymoron) I was inspired by the League of Legends trailer and wanted to aim for the level of quality. 32k Triangles give or take and 4096 Maps



 This is where model was after 6 days of actually working.
I spent most of my time working on his rib cage and neck to get those to really match the concept. I looked at a cat rib cage for reference on stomach and lower rib cage area. I like to model and sculpt some basic hair to help see the characters features as I sculpt. The sculpted hair depending on how I use the character I will pose with the model and use it as a guide for when I create a fibermesh.

Facial Evolution
I thought about having fingernails on his hand but when I looked at the concept he didn't really have anything of the kind to speak of so I left them out of the final model.

Here is the final sculpt of the Soothsayer sans the hair and post posing. I used a combo of Surface masking and alpha maps I made to work on various areas of the body and clothing.

 The staff is surface mapped and sculpted cracks to define areas to match the concept. I made a simple insert mesh brush for the feather and made about 5 different sculpted versions of the same feather and placed around the kilt and arm. The white eyes are the shine and will be transparent when I do a beauty render
I have the Body as one UV map with the toe nails and eyes. The Clothing, Belts, Wraps etc are on another. I have the Staff as its own map, I did not want to lose any detail in the wood.


I posed the model and all parts in Zbrush. Once posed I do fibermesh last. I brush the hairs to match my sculpted version for a rough base and them start moving individual strands for more odd hair hanging out and spike areas to the match the concept. I made a simple plan for a base and threw some grass on there.


I exported the model to Marmoset and here is where the model is so far. Still lots to do and fix. The sash and stones are funky for some reason. I still need to UV the ground and rocks. I am also still working on the soul/ghost goo.

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