This is a Zbrush to Marmoset 3d sculpting tutorial, part 8 of a 12 video YouTube series on the creation of a Centaur from the lovely concept by Pauline Vob
Learn –
Creating flower and leaf brushes
Creating a vine
Populating in 3d space
This is a Zbrush to Marmoset 3d sculpting tutorial, part 8 of a 12 video YouTube series on the creation of a Centaur from the lovely concept by Pauline Vob
Learn –
Creating flower and leaf brushes
Creating a vine
Populating in 3d space
Stylised hair in zbrush - part 8 of the Centaur tutorial series
This is part 8 of a series of 12 videos on the creation of a Centaur from the lovely concept by Pauline Vob, built in Zbrush.
Learn –
Creating a hair brush
Following form and flow
Hair population
Creating a stylised head in zbrush – part 7 of the Centaur tutorial series
This is a Zbrush to Marmoset 3d sculpting tutorial, part 7 of a 12 video YouTube series on the creation of a Centaur from the lovely concept by Pauline Vob
Learn –
Zbrush head sculpting
Sculpting from a plane
Quick hard surface techniques
Basic blackouts for things like hair
Sculpting from large to small details
Refining the pose in zbrush - part 5 of the Centaur tutorial series This is part 5 of a series of 12 videos on the creation of a Centaur from the lovely concept by Pauline Vob, built in Zbrush. Learn –
Creating a back plate
Using the save view tool
Resculpting form after posing
Referencing anatomy with flow
Creating brushes
This is a posing in zbrush tutorial, part 4 of a series of 12 videos on the creation of a Centaur from the lovely concept by Pauline Vob, built in Zbrush.
Learn –
Using the transpose tool with masking
Following form
Posing with form in mind
This is a Sculpting in Zbrush tutorial, part 3 of a series of 12 videos on the creation of a Centaur from the lovely concept by Pauline Vob, built in Zbrush.
Learn –
How to sculpt with flow
How to sculpt with form
Use reference while sculpting
Use lighting to sculpt
Landmarks
Subtleties of anatomical form
This is a Zbrush to Marmoset 3d sculpting tutorial preview a 12 video YouTube series on the creation of a Centaur from the lovely concept by Pauline Vob
Learn –
The use of reference
The tool Pure ref
Blocking out the body with zspheres
Sculpting using clay brushes
Transpose master
Create a custom fur alpha brush
How to create a stylised head
Create a custom stylised hair brush
Create stylised flowers
Importing to marmoset and rendering as a high detail model
Sorry about the sound issues and my nerves, if i do any more hopefully they will be better quality over time.
Hi all,
I created this hair using Mayas Xgen. The eyelashes, eyebrows and short hair sections I will use for the low poly later. But the long hair on the top of the head I will delete later and recreate using hair cards. Which will also be textured to look even better.
After the hair creation i import to zbrush, polygroup it into around 4 rough sections per hair subtool. This I will later colour as shown below to be varying base colours, which will allow the use of varying hair strand colour and rough values on the low polygon.
I was aiming for a quite stark, worn, soldier look, who has seen many things and is tired of war. Hopefully that aspect of the character im managing to convey even though I feel it could benefit from a small pass at retexturing later in substance when low poly.
For now, here is the head in the base. Note I feel the long top hair cards will need to be removable to allow for the helmet, but it isn’t that much of an issue and also allows the character to walk around helmet free if needed.
Thank you, I hope so far you are learning a little of my process for AAA game characters.
Hi,
Todays blog goes a little more technical into the process of head creation.
To begin I extract the head shape from the body blockout, and, choosing suitable reference, a combination of thin faced muscley men and worn torn soldiers, I firstly created a base ref to create from that I can set up on the floor planes, then sculpted the forms, until I was happy.
After I copied the mesh at lowest sub, uved, and used that as the base to place some texture xyz textures and displacements. Below is a link to a full tutorial explaining the process.
The texture edit software i used was substance painter, therefore allowing cloning of the base color, then the displacment and utility maps with the same setttings by dropping in the map to the base channel.
Interesting to note, i made a morph of the face for the texture projection with mouth closed and eyes closed, which i opened again after. I will in the end close the mouth after retopo, or high poly posing, but it simplifies the bake process.
I then polypainted the rest of the face and used pour alphas and micromaps (bought from texture xyz) to create and edit out the hair texture and add the neck details. Added slight variations of color to the eyes and sculpting in more finer details.
I did a similar process for the eyes, again using texture xyz maps, but extracting the pupil area as a mask then texture, that I used in photoshop to place the maps, which I imported back into zbrush for displacement and conversion to polypaint.
These renders I created in keyshot.
The next step is hair, as you can see hes very bald, even his eyelashes. For this step I will use xgen and again will either give breakdowns of the process or show where I learnt the process myself, as above.