Roman part 8 - high detail sculpt

Making Of / 18 November 2020

Hi,


A small update.  For anyone who follows me they would already see I posted on my Roman yesterday with the complete high poly sculpt. 

Here is a image of the sculpt, the rest are on the portfolio page.


To explain, the fur is placeholder and will be swapped out before baking.  Its just to show what it will look like, and would be used for clients especially, being replaced by cards when the time comes.  The clothing elements were created in marvellous designer.  There are plenty of tutorials out there on how to prep clothing, but my usual method is to duplicate, zremesh, add sub ds to both versions of the clothing, project once, then add thickness, usually with panel loops, do the same with the old, and project again.  But this method varies dependant on what I want to achieve at the time.


The gif below shows the general method of construction, I could have gone back and rendered off various stages on my incremental saves, but felt it wasn’t too necessary when you can see a rough process on the chest piece anyway.  Other methods ive used usually involve methods ive shown on my backpack I created for my hiker, that there is a breakdown on in my portfolio.  If anyone is curious about the entire construction, I could render off each incremental save of the ztl, and post this also as a gif.  Just drop a comment. 


Apart from that, the only unusual method I’ve used that I hadn’t really used before is making a displacement for the shoulder armour. This was done by quickly sculpting a shoulder piece, dropping to the lowest sub d, exporting this, fixing the uvs so that the elements I wanted to use had a large uv ratio, the rest scaled down and placed in a corner, and then after creating a basic shape in zbrush and layerin this in maya to form a repeating pattern, moving onto substance painter for the final repeating pattern placed onto the shoulder pads.  After this I went back to zbrush, added a layer, added a morph, and applied the texture to the displacement, adjusting the values with the layers, and morphing out the edges which was quite easy due to the poly groups.  If anyone wants to see this method in detail I can do a blog post on it with the varying stages, just drop me a comment on it. 


Anyway thank you again.  There has been a few requests for me to record some sessions.  Sadly im very shy, and if recording I make a lot of mistakes, however perhaps during the texturing process, after retopo (I cant imagine you want to see ten hours of quad draw) I could record using substance painter and the dropping back and fourth to the final presentation software of marmoset.  This and I can imagine the baking process might be handy for all, so will do something for them anyway. 


Thank you


Adam