3D character creation workflow
SAMPLE Characters
Halberdier - Realtime 3D Character
Using Zbrush, our default base mesh was reshaped to the ideal physique of a large, muscular character. The armour was then modeled from scratch using the mesh underneath as a guide. The finished high resolution sculpt was then taken into Topogun for retopologizing, and later UV unwrapped in Rizom UV. Marmoset Toolbag 3 was used to bake the normal and ambient occlusion maps from the high-res model, which was then brought into Substance Painter for PBR texturing. The finished model was rendered in Marmoset Toolbag to generate presentation images, essential for an art director.
Production time: Completed in 22 working days by one 3D artist
Model block-out: 5 days
High-res sculpting: 10 days
Retopologizing and UV unwrapping: 5 days
Texturing and rendering: 2 days
Kublai Khan - VFX 3D Character
Kublai Khan was modeled from scratch using a sphere in Zbrush. Our 3D character artist sculpted the high resolution model based on the likeness of a real person. In a similar fashion as creating a real-time character, we retopologized the high resolution model to generate a medium resolution mesh, which was then unwrapped in Rizom UV. The model was then textured in Substance Painter, and the finished asset was rendered in Arnold for Maya using the displacement and normal maps baked from Zbrush. The hair grooming was done using Maya’s Xgen.
Production time: Completed in 40 working days by one 3D artist
Model block-out: 6 days
High-res sculpting: 20 days
Retopologizing and UV unwrapping: 2 days
Xgen hair grooming: 4 days
Texturing: 5 days
Look-dev and rendering: 3 days