3D character creation workflow

 
3D_character_creation_workflow_01.jpg
 
3D_character_creation_workflow_02.jpg
 
3D_character_creation_workflow_03.jpg
 
 

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

Finished Real-time 3D Model

Finished Real-time 3D Model

Zbrush Clay Render

Zbrush Clay Render

 

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

VFX_3D_Character_Modeling_Kublai_Khan01.jpg
VFX_3D_Character_Modeling_Kublai_Khan02.jpg