Works in Progress and Breakdowns

May 3rd 2021 - November 2021

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Getting back on the wagon after being distracted by the general madness of 2020, I started work on a zombie glam rock band.

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Current WIP textures!

April 3rd

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Armored warrior in the style of Destiny/Destiny 2 by Bungie

I began with an old DND character of mine. He was a cleric dedicated to a moon goddess, and wore medium weight half-plate armor. With this in mind, I worked with the star and moon motifs, trying to keep a balance between curves and sharp points.

I originally wanted to work with a red and blue palette, but after creating the split-complimentary palette pictured, I decided that a straight complementary palette would be cleaner and worked better with the night-sky theme.

 

March 3rd - March 23rd

Final Renders for this project are now on it's own page!

 
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Through the Twitter VisibleWomen tag event, I discovered the artist _sugarbones, and this illustration. I was really inspired by it, so I reached out and asked her permission to model her drawing.

You can find sugarbones on her Twitter, her Instagram, or her website!

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Maya Only - Zbrush 1st Pass - Zbrush 2nd Pass

Using Zbrush for her hair was the fastest and easiest option, so I largely left her hair alone while in Maya. I aimed to follow the illustration first, and then added some similarly flowing strands. Without a back view illustration, I just tried to match the curls and flow of the front without disrupting the illustration's silhouette too much.

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Final Posing

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Pistol Merged - Final Block Out - First Block Out

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Hair merged and remeshed in Zbrush using Zremesher

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I decided to raise her base low-poly count to optimize baking, and changed the topology of her breasts. The previous grid was creating unpleasant stars in the high-poly version when baking in Substance Painter.

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Final renders and turntable done in Unreal Engine

Jan 1st -Feb 20th

Final Renders for this project are now on it's own page!

For my first project of the year, I decided to work on something reflecting the theme "Resolutions."

In this case, it means one woman resolving to take a risk by making a step forward for a potential relationship.

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I like to begin and work with clean topography when I can, so I extruded most of the clothing from the base mesh after I finished sculpting their bodies, and began things like their shoes in Maya where I could box-model more quickly.

 
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It was important to me that they were cohesive, while still having their own distinct styles and personalities.

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I try to spend a fair amount of time on my UV layouts, to make texturing as smooth as possible. I use a grid map to view stretching and squashing, while making the UVs as flat and square as possible so procedural textures can be used with minimal seams or editing.

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Blocking in the materials, and testing out color palettes

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Finalized materials, pre-subsurface scattering