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The Motivation
The journey started when I participated in a competition hosted by
Yekaterina Bourykina. The challenge was to create a hand-painted
character bust. I ended up winning the competition and gaining tons of
experience with hand-painting!
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The biggest thing I wanted to nail in this project was the emotion. The
girl is a ferocious character filled with rage, which she eventually
demonstrates by slaughtering a bunch of bad guys. Those kinds of
emotions aren’t easy to translate into a 3D model, but I took it as a
challenge.
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LEARNING
Loading 3D model
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Games have always been a big interest for me. As a child I spent the
majority of my time exploring the story and worlds of Zelda, Pokémon
and Rayman. I got so immersed in these worlds that I decided to start
making my own by playing with Game Maker and learning GML.
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While sculpting the face, it was very helpful to have some extra features
in place, such as eyebrows, eyelashes and hair. For the hair I used a
haircurves brush, edited by Chris Whitaker, called
makkon_haircurves_03. For the eyelashes and other pieces of special
geometry, I modeled it in Maya and put it in ZBrush. I advise anyone
who is new to sculpting, if there’s any task that seems easier in your
preferred modeling software, it’s probably worth it.
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Using makkon_haircurves_03 to create the hair strands, and modeling the eyelashes in Maya.
The girl from the comic has very dynamic and wrinkled clothing, so it
took me some experimentation to figure out how to approach this
problem. I started by creating a simple dress in Marvelous Designer,
which allows me to create realistic creases in the clothing.
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In the end I decided to sculpt all the clothing except the skirt. In this
case I liked the amount of control I had by sculpting the folds by hand.
Even though it isn’t as realistic as a Marvelous Designer simulation, I
could get away with it because of the hand-painted nature of the
project.
Using ZBrush to create the clothes was simple, I took the base body,
masked it, and used Subtool > Extract with a subtle Thickness. I
continued by using the Standardbrush to paint some folds.
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When the decimated model was in Maya, I made the object live, and
used Quad Draw to draw the faces on the mesh. I used this technique to
retopologize the entire character. I ended up connecting a lot of the
clothing to the skin, which would help me skin the character more
easily, and result in less artifacts in animation.
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To start off, I wanted to create some base colors and basic lighting. I
imported my model into Substance Painter and baked the high-poly
model on the low-poly. I continued by using an incredible smart-
material called SoMuchDiffuse. This smart-material takes the high-poly
sculpted data and bakes it down into a single diffuse texture. Using this
tool, I added base colors and gradients for every part of the character.
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The eyes in particular were fun to make! The vertex in the center of the
eyeball is going inwards to create a parallax effect. Additionally, there’s a
separate mesh for the cornea, on which I painted the eyes’ reflection.
Because there’s distance between the reflection and the pupil now, the
eyes have much more depth.
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The cornea is a separate mesh from the eyeball itself, adding depth to the eye.
I couldn’t call the textures finished until the character was rigged and
posed. For example, changing the position of the arms can create new
shadows and creases which I need to hand-paint. I proceeded to create
a basic skeleton for the character and a few bones for the facial
expression.
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The skeleton of the character
The textures before the posing was done, and the textures after I painted according to the pose.
The Environment
I think an important part of selling your character is presentation. You
can spend hundreds of hours on a project, but if you don’t present it
right, people will miss out on what you made. For this project I cared a
lot about emotion and immersion in character, so I tried to take that into
account when presenting. Adding a simple pedestal wouldn’t be very
immersive, so I decided to create a small animated forest environment
around the girl.
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Retrospective
I have never done a hand-painting project this big, and it’s safe to say it
was quite a challenge. Getting all the materials to feel coherent while
keeping the hand-painted details consistent took a long time.
However, the biggest challenge was the face. The character is supposed
to be an angry and fierce young woman. Yet, I needed to sculpt her in a
neutral pose so the character could be used in possible future scenes
where she is conveying different emotions. In retrospect, I would’ve
sculpted the character with her expression immediately, so I could get
the feeling of the scene from the beginning. I could always resculpt the
face if I need new expressions.
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R E A D M O R E P O STS BY T H I S A U T H O R
Manuel Sitompul
NEWER POST
Watch out pros, these junior digital artists are coming for
your jobs
OLDER POST
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Afterword
If you got this far, thank you for reading! I hope this inspires you to make
something new! You can find me on Artstation and Twitter. Feel free to
send me a message if you have any questions!
S H A R E YO U R T H O U G H TS O N T H I S P O ST
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