Also got pretty far on the hair cards. Still needs some polish, but GS CurveTools has made the entire process so much easier than my first attempt last year.
Finalized the sword design and started texturing in Substance.
Also got pretty far on the hair cards. Still needs some polish, but GS CurveTools has made the entire process so much easier than my first attempt last year.
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One of my first characters I ever made was Clare, and I meant to do Priscilla at the time too. But she sat barely blocked-out for years. Since getting laid off in Oct, I've been trying to find personal projects to test my skills. Don't get me wrong, I love stylized animals and cartoony things, but I wouldn't mind working on some more Souls-like stuff too.
So, I decided to revamp Priscilla as if she were a boss in Elden Ring. This could have gone two ways: naked lady monster like Melenia, or fully armored with aspects of Priscilla's Awoken-form throughout the armor. I was really inspired by Keos Masons' recent Frog/Elden Ring work, so armor it is. At this stage, I'm focusing heavily on silhouette, trying to bring in those Awoken elements. Like her horn, the wings, the large clawed hands, and the blades on the arms. Also trying to bring in elements of the normal Claymore "outfit" like the white hair, large shoulder pads, skirt, white pants and long silver boots. I've been studying a ripped model of Rennala to get a good idea in terms of how From sets up their characters, textures are done, and usual poly count. Goal is to tackle this like I'm modding the game. End product I'm hoping for: UE5 scene using bought environmental assets for storytelling. What I'm hoping to learn from this: 1. Pushing my sculpting further, more mastery of Zbrush 2. Adapt to From's style, less cartoony that usual stuff. 3. Use haircards on full character for first time and implement/shade properly in UE5. I got laid off at the beginning of Oct, so I've been focusing on my portfolio.
Latest piece is Princess Lyra, an OC by my friend Christina Gardner. Breakdown available on my artstation Updating my portfolio, and I finally got some good renders of the Lady D sculpt I did for CuteMonsterProps back in 2021.
Sculpt was done in Zbrush with these renders done in Marmoset Toolbag 4. Don't know why I didn't think to try this earlier. I'm working on the hand/wrist portion of the Warrior right now, which is Chrome leather. Doesn't take manipulations the same way that Veg tan does. I tested to see what was possible by hand, but the results were less than I'd hoped. So, stamping to the rescue. Using a ripped texture from the game, I made a black and white png, which I loaded into Zbrush, applied as an alpha to the ClayBuildup brush, drew out on a thick plane, adjusted the height and ta-da. (Make sure you have Brush > Auto Mask > Backface Mask engaged, or else it will act negatively on the back) And I tried to press it with what I had XD It only worked so-so. But I knew I was on the right path. I did research on legit leather presses and settled on a generic Arbor press. This guy's video really sold it for me, and I've been using his tips to adjust my own. I've done a variety of test using tools that normal involve the use of a hammer. It's taken a few tries, but I feel like I've figured out the best way to use the stamp with Chrome leather. While Chrome doesn't react the same way to water as Veg does, it did seem to make the impression deeper and clearer, than when I did it without. Plus, I have better luck layering the leather on top of the stamp, instead of under. So the metal square pushes against the leather itself. Feels good to get it working.
I've got two more stamps currently being printed right now; one for the hand tops and one for the shoes. Next Chrono character personal piece is Irenes! Style wise, I want her to look like she came from the same remake as my Glenn. Currently in Zbrush, some parts are just blockouts and others are a bit farther along.
When not working on personal projects, I've been working on some 3d stuff for my buddy FluxTideDesigns.
He's an amazing prop maker who've I worked with for many years. Right now, he's making a bunch of stuff from the Mario movie, along with both versions of the master sword from TOTK. He provided the base model on which I sculpted the decay. Both the Luma and Fire Flower were made from scratch by me. Everything done in Zbrush. Finally calling it done. First time setting anything up on UE5. I used UE4 for a couple past projects, but that was more just basic rendering. Here, I learned about camera, lighting and even terrain creation. Artstation post for extra details Not much of a fan of rigging. I can kinda do it, but I'll always let a program take the first swing at a character and prefer to do the clean up afterwards. Glenn was done completely by hand (never again) Other characters were tested in Mixamo, but still done by hand because it just wasn't there yet. But I'd heard good things from Rigging buddies about AccurRig and decided to try it out for this project. And, it's not bad. I needed to add some simple 'arms' to Giga Gaia, because the program didn't like the gap, but that was the only error I got. Assigning points was easy, and I liked that you could mask off points (like GG's lack of legs), so that the bones didn't get randomly assigned. Also, the weight painting on the fingers was soo clean and tight. I love it. That's my most hated part to do. GG just needed a bit of cleanup in Maya, but I owe that to the oddness of the creature. |
AuthorProp maker, Cosplayer, 3D Artist. On a journey to make cool things. Archives
January 2024
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