It's The End

I have been so crazy busy with school that I have not had time to work on this for the past couple weeks but I cleared things up and found time because I really wanted to deliver a final submission. Huge thanks to ArtStation for putting this on and thanks to Ivan Dedov who made the concept that I and many others have become quite fond of and I hope I did it some justice!

 From Zbrush and Marvelous to Substance Painter to Arnold I have picked up a crazy amount of experience and new workflows from pushing this through and I am happy to submit my entry!

Cropped:

Cropped.jpg

Final:

Warlock_Flat_01.jpg

Shaded Turnaround:

Clay & Wire Turnaround:

Pose and Clothes Update

I decided to move ahead with the posing so that I could get the cloak to a good working point. Also played a bit more with textures, not a big change! 

Head Texture Update

I had some extra time to start working on the head texture. Done with Substance painter! I also have the cane modeled just not much to look at right now. I think I will make a base for the baby for now so I can pose and work on that a little bit later! Also I see the UV seam at the top, I'm just leaving it for now because it will be covered by the hood but if I have the time I will go back and clean it up  

Another Small Update

I wasn't too happy with the amount of texture info I was getting out of zbrush to I made a quick cavity mask texture in zbrush and added it on top of the displacement texture to get a whole lot more detail. I just have a new render and closeup for today if you compare it to my last post there is quite a bit more to see on the skin. Hopefully I can work more on it this weekend, I'm thinking skin texture next or posing, we shall see :D

Head_Update_06.jpg

Displacement Testing and new UV's

I have been in and out of vacation mode the last week and also starting classes this week which means I'll have less time to work on this unfortunately. I went and redid the UV's that I had already set up on the base to better accommodate the character. Because we are only alotted 5 texture sets I am combining the head with the teeth and eyes, hopefully it is enough space. The had and neck are taking up as much of the tile as they can to try to maximize as much resolution as I can. The hands are by themselves in a different tile and the clothes will make up 2 more and the cane mixed in there somewhere. The baby will have its own set. 

So not much interesting to show for now but I felt like bringing in my displacement map to maya just to see how it's looking. A lot of the smaller detail stuff I will exaggerate with diffuse and spec maps eventually. Thanks for looking :)

Cloak Update

Today I wanted to start getting my base for the clothing using Marvelous, it's a little messy but it works. I think I am going to pose my character and resim in Marvelous once I am at the point and I can fix stuff up then but for now it works. The over the shoulder hanging bits are very much not final, they are so rigid in the concept that I will probably just make them in Maya, I have the basic ones here just to get the weight to hold down the sides of the hood. Let me know what you think and thanks for looking! Will probably move onto prop/baby work or some texturing for the skin.

Face pose and hand detailing

I decided to pose the face so I could continue with some more specific details, head isn't turned in the proper direction yet but will be soon! 

Also did some work on the hands, I didn't do too much because the creases are going to be dependent on the poses for the hands later so I just did some high detail and skipped the bigger forms that will be affected by the pose.

I'm debating right now whether or not I want to pose everything before I start getting into too much cloth, I'll be making the bases in Marvelous and I am thinking I'll get a better finish if I sim everything posed where it will be since this character won't be moving, but half of me wants to make it in a way that it can move later if I want it to. I'll sleep on it, let me know what you think and thanks for looking! 

High-detail pass for head

I had some more time today so I decided to start the high detail pass for the head, major asymmetrical forms are not there yet but there is asymmetrical detail, I really wanna push the limits with the skin so I tried to make everything intense for now and that will give me the freedom to stop it down later if I but I am liking where it is at now  More specific stuff like moles and other various things I'm going to add later. Thinking about the skin I really want to see how thin I can go to push the creep factor and how much I can draw out with the shader later.

Head_Update_02.jpg

Simple Sculpting and Undercloak base

I have been able to spend a few hours to get this started! I started with a base mesh I made myself that already has pretty good topo and UV's so I was able to jump right in! Sculpting wise I have been focusing on basic structures of the hands and face because these are the most visible parts of the body, referenced from some old men, I have been looking at 70-80 year old men for this and much of the detail is yet to come.

The expression of the Warlock's face is going to play a big part when I break symmetry later on, he is a creepy dude and the concept conveys quite an evil look so I am excited for that. Same goes for the hands as one is holding the child and the other clutching the cane, but for now this will do!

For clothing so far I just wanted to get his basic undercloak to a starting spot, quickly thrown together in Marvelous and zremeshed and thickened in Zbrush. 

Thanks for looking and reading, lots more to come soon, this should be fun let me know what you think! 

Challenge start!

For the Ancient Civilizations: Lost and Found Rendered Character challenge on Artstation I have chosen Ivan Dedov's Warlock concept. This character really caught me during my search and I quickly fell for the shape language of his characters so I decided on this concept because it offers me some sculpting and a lot of cloth work and texture work, should be fun! I guess the baby will be my "pet"? We shall see!