Website powered by

Magnum Vice - Realtime Character

A few weeks ago I saw a very cool concept by Ugo Chiola (project name: Charas bundle), where I really liked the colours, style and attitude of the characters. The first one presented in that project was the one that got me hooked, and wanted to give it a try at making my own version in 3D (adding my own touch as well on the overall look).
Link to Ugo Chiola's project:
https://www.artstation.com/artwork/9m81NN
.
.
This project was also an opportunity to try out a full haircard workflow for the first time, without using the hair particle system from Blender. I had heard of Fibershop and decided to give it a go as it seemed a quick way to iterate my haircard textures in case I needed it and save time too, since I don't have to create my hair strands and bake them into textures, instead Fibershop uses a very easy to pick up and use system to generate haircard textures that let's you create pretty much any type of hair textures you may need for whatever hairstyle you are working on.
.
.
As for the overall character, I had a lot of fun working on it, and giving it's personality! I went for a semi realistic with a touch of stylised look for this one.
I aimed for the polycount to be under 70k tris, ended up being 67k, which includes everything (hair pieces and accessories).
.
.
Learned new ways of approaching skin texturing in Substance Painter, and as mentioned before, tried for the first time using only haircards to create this character's hair (including mustache, eyebrows and eyelashes). This is definitely something I need to work on more, workflow wise, shader wise and distribution to give a more natural look. I quickly understood that it needs to be given proper time to achieve better results. I approached it as a haircard by haircard placement type of way, takes longer but let's me have full control and only myself to blame in case it does not look right.
.
.
As always, I had a lot of fun working on this personal project, even more using a really cool concept for reference this time! Got to learn more too, which to me is the main goal. It shows where I have to improve. Again, might not be perfect but documenting this helps me see the progress's direction and what to focus on next.
The project was: sculpted with Zbrush, clothes' blockout created in Marvelous Designer and further developed in ZBrush, haircard textures in Fibershop, UV Maps, haircard placement and posing in Blender, textured in Substance Painter with Photoshop support and rendered with Unreal Engine 5.
Thank you for having a look and any feedback is more than welcome! 

The highpoly sculpt I did for the character in ZBrush.

The highpoly sculpt I did for the character in ZBrush.

The blockout of the clothes were quickly made in Marvelous as you can see. It's a very simple setup on the garment patterns.

The blockout of the clothes were quickly made in Marvelous as you can see. It's a very simple setup on the garment patterns.

Wireframe, all together counting at 67k tris

Wireframe, all together counting at 67k tris

These were the textures I created for the character, for four different material shaders that split into: Clothes, Skin, Hair and Accessories.
Note: ARM stands for Ambient Occlusion, Roughness and Metallic

These were the textures I created for the character, for four different material shaders that split into: Clothes, Skin, Hair and Accessories.
Note: ARM stands for Ambient Occlusion, Roughness and Metallic