In this block, we would be creating our block 3 digital superhero/villains in a 3D format, sculpting them in Zbrush and painting them in Substance/Photoshop. Before I start sculpting my character, I redrew her front and side profiles to better represent her appearance and have an improved reference to work from when sculpting.
With these profiles complete, I had my character reviewed by the 3D tutors to see how she would translate to 3D. The major point was to make the focus due to her narrative of her light powers developing where she afflicts blindness upon herself tragically. Her scars surrounding her eyes and the clouded pupils with a pale, striking blue will guide the viewers eyes to meet her gaze as the emphasis of the sculpt.
In terms of difficulties, the collar's exaggerated shape may be hard to extrude but I was assured that it's not impossible. I need to change the star shaped straps on Silver Lining's back to become an underlayer like a bra so it has something to connect to. The hair's length can work but the large shape stemming from the hairline may be difficult for my first attempt, so we'll change it to be tied up so the long section of hair is separate.
The belt on the design helps greatly, it serves as a good cutoff point for the sculpt.
Using the base mesh we were supplied, I began to make my adjustments to transform it into Silver Lining.
Using the clay build-up tool, I sculpted the nose, following my references closely and made sure to frequently rotate so the model was correct from each angle.
Next, I added cheekbones, the implication of lips, a sharper chin and implemented a jaw.
Next, I brought in a sphere and placed it in the eye socket.
I used the mask lasso tool to draw out the upper eyelid.
I hit the extract button at a very low thickness to cause a thin extrusion in this area emulating an eyelid.
I soloed this object to have a better view when fixing it.
To polish the unpleasant topology, I toggled the wireframe and hit ZRemesh with "Half" selected so the topology in the eye isn't heavy in topology.
I repeated this process for the lower eyelid and used the move tool at a low intensity to fix the shape to better fit Silver Lining's eyes.
Dev Log Evaluation:
I'm still feeling pretty hesitant using Zbrush so my progress felt a little slow today. I've got an eye which I'll mirror and weld, a face that still needs some detail and a body that needs adjusting. My aim for next session is to work on the body so I have even progress throughout the whole sculpt.
Before changing anything, I masked the head so I could only affect the body.
I scaled the body on the x-axis to create a slightly smaller frame and used the move tool at a large size but low intensity to drag the torso down for length as the belt marks the cut-off point.
Next, I used the clay build-up tool and smoothen to imply the ribcage's subtle protrusion. I made light strokes on the arms to imply muscle groups such as the shoulder's deltoids. I'm placing a large focus on the arms rather than the torso because its covered up and the arms are exposed, so they need a level of detail.
I added some light sculpting on the midsection to show abs, suggesting the physical fitness of Silver Lining.
This is the end result of this session. I must decrease the breast size slightly, add further detail to the face and add subdivisions to achieve this.
The eyes felt scuffed so I redid them, following the reference closely. I then mirror and welded them to fill both sockets.
I worked a little more on the face at a higher subdivision level, adding some dam standard lines to add definition to the lips. I also brought in a sphere and stretched it on the x-axis to add length, using the flatten tool to capture the initial shape necessary for sculpting.
Dev Log Evaluation:
I'm still feeling really uncomfortable with Zbrush and it feels foreign still but I'm progressing. By the next session, I want to increase the subdivision level to finalise the face, since the body is relatively complete as it didn't need much adjustment. For the next session, I'll aim to sculpt the ears and finalise the face so I can block in the hair and perhaps clothes too.
In today's session, I'd be aiming to finalise the face, being the focal point of my model, so I can move onto sculpting the hair, clothes, and accessories.
I started by subdividing the face and smoothing the details so I'd have more polys to work with in creating the detailed version.
My tutor helped with thickening the eyelids by masking a section of the eyes and duplicating the subtool, squashing the eyes so the mask leaves it with a semicircle. From here, I had the shape of eyelids made with modular building without hollowness or a lack of thickness.
I used Dynamesh to merge the eyelids to the face.
For the brows, I used the mask pen to mark their shape.
Extracting them.
To clean up the jagged edges, I used "Polish by Features" in the Deformation tab.
All done!
Using the blocked-in ears, I used clay build-up to imply the hollowness in the ears.
Subdividing for detail, I used clay build-up again to build height in the cartilage and dam standard to define the edges.
For the base of the hair, I brought in a new sphere.
Using the move tool, I shaped it to fit the head with just a little thickness.
I used clay build-up to establish the bumps of hair leading to a spot I marked at the back where the ponytail would start.
I used dam standard holding alt to add sharper bumps.
This was followed by the normal dam standard at a smaller size to imply strands going inwards.
Next, I brought in a new sphere for the pony and stretched it out with the scale tool, using "Bend Curve" with a few axes to start messing with the shape before adding detail.
I tried again at a larger size since I wanted to maintain the comet silhouette from the 2D design.
This is where I left it before the lesson ended.
Dev Log Evaluation:
I'm feeling much better about Zbrush now that I'm onto the high poly stage where all the details feel refined; I achieved my goal of finishing the face which is great progress. For next session, I plan to complete the ponytail and therefore the hair, so I can move onto clothing. I'm hoping clothes won't take so long since each piece is skin tight so I'll be able to fit accessories in the same session to finally leave the Zbrush stage.
For this session, I'll be aiming to block in the hair and maybe try some clothing too.
I started by dragging in a sphere and scaling it to a roughly correct shape.
I used the move tool to get the "tuft" effect.
Next, I used clay build up to imply strands.
This was followed up with dam standard to add strength to these thick strands.
I employed bend curve for the next set of tufts.
Following the same process as before, I was left with this result.
At this point, my tutor came to give feedback. He suggested blocking out the ponytail with multiple spheres and left me with this shape which I'll use to polish and finalise.
He also helped me make the collar and showed a method for creating it by adding a sphere and using move infinite to block in the collar's shape. This was followed by masking the top layer and I can't really remember what came after that but I'm sure "Extract" will have the same effect when I try.
Dev Log Evaluation:
I found myself working a little slower today when I aimed to finish the hair today, but I'm left with an uncomplete mass. Thankfully, we have all of Thursday to finish our sculpts so I'll try to be more focused next session. The collar was pretty daunting to watch be made, but the rest of the clothing is pretty simple due to its skin tight nature.
Our tutor informed us that the retopology stage would begin next week so finishing our sculpts this week would put us in a great spot; therefore, I aimed to finish the hair and get all the clothing sculpted in by the end of the day.
In the previous session, I stayed late to sculpt most of the large ponytail strands, leaving me with this result today.
I used clay build up to imply larger strands within the subtool and used dam standard to define these strands for the final touch.
Although daunting, I decided to tackle the collar as the first part of the clothing stage as the most difficult part. I took what I learned from my tutor's demonstration and started by moving a sphere into position, followed by the bend curve tool to warp it into the shape of a wrap-around collar.
I used the move tool to refine this shape, and flatten to attain the thinner form fabric takes.
Move infinite and pinch helped me block in the spikes.
Here's the final result of the block-in after some refinement.
Next, I used the mask pen to draw over the top face of the collar and extracted it.
I cleaned up the edges with "Polish by Features" but the corners still need attention.
I attempted to redo the collar, this time at a higher thickness so it'd be easier to retop and adjust while sculpting. The very thin, faceted edges caused difficulty in sculpting.
Here I carried out another few polish by features for a cleaner result, as shown by the before and after.
I used the same process of the move tool to maintain the silhouette, followed by pinch to add sharpness to the corners. For finishing touches, I added a clean line of dam standard where the transition of colour occurs in the collar.
With the collar complete, I moved onto the spandex top. I used the lasso tool to gain the basic shape of the top, refining it with the mask pen.
With the correct shape attained, I extracted it.
Polish by features cleaned up the edges.
I Zremeshed the subtool and continued to use polish and polish by features for this clean result. Next, I subdivided to add the smaller details.
I used clay build up around the edges to build slight height on the seams, followed by dam standard to define these areas.
I masked and extracted the sleeve next, changing the design from the sleeve wrapping around the middle finger on a ring to just a sharp edge ending at the knuckles. This maintains the silhouette but is much easier for me to sculpt.
I used clay build-up to add slight clothing folds - since it's latex, they're quite tight and small.
I started on the belt by masking the bottom of the torso and extracting it at a decent thickness.
Next, I used the scale and move tool to move it down and adjust it to the hips properly.
This was followed up by inverting the clay build-up tool to create slight concavity in the belt.
For the arm cuffs, I extracted it at a decent thickness on the arm, only needing one since I could duplicate the other.
I cleaned up the edges with polish by features and moved the cuff into the correct place, before duplicating the other one and using the move tool again to get the correct position.
For the final details, I used the extract tool repetitively to get each strap on the back; I did these separately so the layering is visible.
Final result!
Here is how Silver Lining looked at the end of the session with her hair and clothing complete. Wahoo!
Dev Log Evaluation:
This extensive session was very productive, given that I complete the hair and every piece of major clothing so she's ready for retopping next week. I do believe my methods of sculpting are very limited, while they worked, I'd like to experiment in Zbrush further and learn new ways of creating models since I'm restricted to masking and extracting.
I also omitted a few small details such as the jewellery and zipper, although I plan to model those in 3Ds Max if I have time.
With the sculpt complete, I decided to quicky whip up a zipper and add some little details before I began the transition to 3Ds Max.
I brought in a cube primitive first, rotating it to make a diamond.
Next, I used the lasso tool to get rid of the middle section.
I was initially going to make the zipper like I designed with the initials written inside, but it was too complex so I stuck to this four-pronged star shape since I wanted to leave ZBrush by this session.
lena said put tattoo on chest area an fdi take that idea
For the last details, I sculpted in the hand's tendons and blocked in nails with some spheres, followed by mirror and welding them over to the other side.
Finished sculpt!
Blog Task - Colour Coding:
Our tutor asked us to screenshot our finalised sculpt and draw over it, colour coding each section we would be decimating to determine what goes separately and what can be combined; for example, the ears, head and body can be merged and decimated all together since these are unified in real life.
A: The head, ears, eyes, and body.
B: The belt.
C: Collar.
D: Arm cuffs.
E: Sleeve.
F: Spandex top.
G: Zipper.
H: Scalp.
I: Hairline strands.
J: Ponytail parts.
Dev Log Evaluation:
My sculpt is finally complete and ready to be taken into 3Ds Max! I've overcome a lot of frustration so far and can see my visible progress and improvement in my sculpting skills. For the next session, I will use my colour coded guide as a reference when decimating the sculpt. I've already got A, C, and H, decimated so I'll just keep going and aim to start retopology next session.
A: The head, ears, eyes, and body.
B: The belt.
C: Collar.
D: Arm cuffs.
E: Sleeve.
F: Spandex top.
G: Zipper.
H: Scalp.
I: Hairline strands.
J: Ponytail parts.
(List for
With the Zbrush model imported to 3Ds Max, I was ready to begin the retop process; I would start by choosing the "Draw On: Surface" option and the offset at 0.03 so I can see the retopped model slightly above the original sculpt.
I started with the eyelid loop, counting 8 on the top and bottom, followed by the mask and muzzle to establish the first loops that would help fill in the face.
Eyelids: Yellow
Mask: Green
Muzzle: Blue
This was followed by the nose, where I started with the nostril.
I used border select on the inner nostril loop, holding shift while scaling inwards to attain new loops, followed by capping the hole and using the cut tool to complete this area.
From here, I created the deformation loop that would account for the tip of the nose, followed by curving down to the edge of the nostril, and filling in the inner area.
With the nose and lip loop complete, I just needed to fill in the face.
Complete!
I changed the inner area to grey to differentiate from the loops.
From here, I added the loop surrounding the ear and built up to the scalp, then filling in the empty area to complete the head, as the scalp would hide the cranium and therefore prevent going over budget.
For the ear, I started with the outer loop that depicts the first fold of the ear, looping inwards and towards the hole.
The ear I sculpted didn't have much depth so I had a hard time following the retop model of the ear, I freestyled some of it, leaving it rather dense, but still functional.
With the head complete, it was time to start on the body! I began by creating the first loop extending from the jaw to create the neck which I'd proceed to follow down to the shoulders.
I created the loop that separates the bust from the arms first, followed by the loop that separates the shoulders from the upper arm, and the bust from the torso.
Filling the shoulder in allowed me to make the arm with ease.
The body was easy peasy, it was just a continuation of the already established rows.
To ensure my topology was clean and followed the sculpt's contour, I used the relax brush to even out the polys and followed it up with the conform brush to ensure the retop was still matching the sculpt.
For the arm, I started with the elbow joint and connected the rest easily in rows up to the wrist.
Just the hands left to do on the body.
I followed a sketchfab reference of a hand retop to help with mine, starting with the loop that covers the palm and the loop to begin the thumb. After this, I added its joint to then filled in the surrounding loops, followed by the rows wrapping around the thumb.
I created some deformation loops to increase the density in the fingers, followed by selecting the border and holding shift to extrude a new loop, rather than meticulously placing verts. This gave me the knuckle loop to build fingers off of.
I started with the joints, connecting the faces between them.
Next, I added the rows around the previously made areas.
With the backside complete, the hands were done!
The hands completed meant that the body was done and I could move onto hair and clothing.
The hair process was pretty simple; since each strand/ponytail component was sculpted in a similar way, the retop process was repetitive and therefore, quicker with each attempt.
I started by creating a loop at the base of the strand and extending it to the top, leaving space for the tips.
With border select, I used the cap tool to fill in the hole at each end.
I followed this up with the cut tool to remove ngons, moving the central vert to match the start and end of the hair strand.
This process was repeated for the rest of the strands and ponytail parts and was done pretty quickly, meaning it was time to move onto clothing.
For the belt, I added three rows of faces along the outer face. I used border select and scaled inward to get the top and bottom faces.
With the edge select tool on both edges, I used the bridge tool which automatically connected the inner face at a much lower poly rate since it wouldn't be seen.
After a little use of the conform brush to ensure matching between the low and high poly, the belt was complete!
I only made two loops when retopping the shirt, starting at the strap on the neck. Further down, I added a deformation loop to increase topology since this top would be smooth and form-fitting, needing density within the retop.
For smaller details like the nails, I simply made these in 3Ds Max. The nails were box primitives with two loops going vertical and horizontal, not needing much detail since these are very minor parts.
The lashes were made in Zbrush by using the move tool on a sphere to warp it into position, making a thick and dramatic lash-line akin to the Overwatch style.
This is how my character looked with every detail retopped, meaning I was ready for the unwrap stage.
The retopology stage being finished meant it was time to unwrap; before doing so, I made lists to separate each part of the model, accounting for each texture sheet we were given. Organising this helped clarify my goals and sped up the process through having my targets clear.
Head: Head, ears, lashes, eyebrows.
Body: Body, hands, clothing.
Eyes: Eyes..
Hair: Strands, scalp, ponytail.
Accessories: Cuffs, bracelet, nails.
The head was simple, requiring a seam at the base of the neck, around the ears, and down the back of the neck to unwrap the head flat.
I aligned the edges vertically and horizontally to pack it cleanly along the edge of the sheet to save space. I made sure to use the relax tool on the verts around the edges so no distortion occurred after.
Next, I packed the brows and lashes to be done with the head texture sheet!
The eyes were simple, requiring a seam along the middle where half is hidden within the head. The exposed side would be much larger since it's actually visible. I only unwrapped one eye, using symmetry to get the other one as it would have the unwrap effect on it too.
For the hair, I selected an edge that would be the least visible on each strand, converting it to a seam and then wholly unwrapping it. This process was repeated for the rest of the hair pieces since they're essentially the same.
That left me with the hair unwrap complete!
The hands required a seam to separate the arm and a singular seam running across the middle of the hand to separate the inside and outside face of the hand.
Each body and clothing part just required seams on each side to split and lay them flat, or a seam running along the transition between major faces like the collar. This is the largest texture sheet in terms of quality so I was able to pack lots of parts and maintain their quality once I paint.
Since each accessory was made in 3Ds Max as a low poly mesh, their unwrap was simple.
Dev Log Evaluation:
My unwraps were all complete at this stage, meaning I had two weeks to paint my character and put her in an Unreal scene. However, I'm going on holiday on the Thursday we were originally submitting, so I have the aim to get everything for game prod done next week. This requires baking my model, painting her, and making her Unreal scene. Since I've made good progress in the other blocks, I plan to solely focus on game prod next week.
Before I start the baking process, I must ensure all of my smoothing groups are correct. I separated the skin, hair, spandex top and latex sleeve, matte belt and collar, and the hard-edged jewellry thanks to the variation in each object listed.
Following this, I prepared my model for an exploded bake to attain the smooth, clean shaded style of Overwatch where each component doesn't interfere with one another. I separated each part for the bake and exported the low poly to be used in Substance Painter, followed by the high poly which would be attached in the baking process.
I also had to ensure that the LP and HP models were aligned with one another so the high poly detail could bake onto the low poly mesh correctly.
With the low poly model put into a new Substance Painter file, I entered the baking tab and placed the high poly file in with the suffixes set to "HP_" and "LP_" so Substance would recognise each model's purpose based on my naming conventions. Thankfully, my baking was successful and I just had to change the project configuration to a copy of my 3Ds Max scene with the model before I exploded it, so the baking information was retained but each model was combined back into one piece.
The baking being complete meant it was time to paint!!
To begin my paint, I started with a subdermal layer for the skin. This would begin with a dark red fill layer to account for the blood beneath the skin.
I followed this up with a darker red layer using the mold brush to add texture, which added variation in this underlayer, making for a realistic start to the skin.
To cleanly paint fixed areas, exclusively the skin, I'd make a new folder with a fill layer and a black mask clipped to it. With that, I chose the polygon fill tool to select specific parts of the mesh on my unwrap sheet to paint on. With that complete, I was able to cleanly paint on only selected areas.
After the subdermal layers, I added a new fill layer with a fair skin tone using the mold brush to build up the hue without a heavy, plastic-esque fill. I duplicated this layer and brought the opacity down a lot just to unify the skin. This led to very subtle detail in the skin, while maintaining the stylised, clean look of Overwatch.
Following this, I repeated the polygon fill process to paint over my model in all areas, placing the base colours before I start on detail.
The vague paintover complete meant it was time to add features like material passes, tertiary details, makeup etc. I'd start by adjusting the rough/metal maps to start creating distinction between each clothing piece, hair, and skin.
For the spandex top, I wanted it to be slightly reflective and clearly smooth, but not so heavy as the latex sleeve will be further reflective.
To achieve this, I turned down the roughness moderately and very slightly turned up the metallic for a difference in reflections between the top and sleeve. The sleeve has the roughness turned down even further to distinguish the two materials.
For the base of the face, I added colour zones to implement slight realism by depicting thickness of skin, and cooler areas of the face - yellow on the forehead, red for the cheeks, blue for the jaw.
I added a decent amount of red to show how her pale complexion from albinism intensifies the exposure of underlying blood, thanks to the lack of melanin.
The eyes are a prominent part of the scene, with the burn scars surrounding her eyes to add to the narrative; her light powers developing and therefore blinding her, halting her performing career and setting her on a villainous path is prominent to her narrative so it needs to be emphasised in the model.
In experimenting with brushes, I found one called "Chalk Bold". I used this at a low opacity to build the scar's shape, layering it to allow a fade at the edges. I reduced the roughness slightly so the scars were reflective, as burn scars tend to be. I also added a height map which sold the plausibility of the scars as they hold volume in the scar tissue.
Following this, the eyes needed definition in their silhouette, so I began on the makeup. I used a deep, warm purple aligning with Silver Lining's colour palette for the base eyeshadow. I added a blur filter to the paint layer to soften the edges and make the pigment appear smudged. I added to this with a darker purple to line the eyes and emphasise them further.
This screenshot shows the finished eyes. I was aiming for a piercing effect, creating intimidation with her spiteful glare, and I aimed to communicate that through the painting of her eyes. Since she's blind, I used a light blue as a base as I referenced photos of clouded eyes caused by blindness, mixed with artistic stylisation for visual allure. This unstable, intimidating gaze is supported by the makeup being smudged, and the star/comet-shaped scars combining to create a flow akin to streams of tears dragging the makeup down which adds to her character dimension, feeling emotionally erratic and not just spiteful and violent, but internally full of grief and melancholic despair.
Painting the Eyes:
I started with light blue for the base, blurring the edges slightly as they appear in real life.
I darkened the edges on a new layer.
Used a lighter turquoise for a central gradient, drawing focus inward.
For the darkest colour, I added the area around the pupil that helps define it, and subtle streaks to imitate the pattern found within the iris.
Adding the pupil, I used a very light blue to imitate the cataracts occuring in her condition of blindness. I used this same layer at a lowered opacity to add some highlights in the streaks.
For a final touch, I put some saturation in the cloudy pupil.
Since I had some free space from the neck to the top, I added a tattoo of my character's villain alias abbreviated - Silver Lining. I made the font rather fancy to reinforce her materialistic and superficial nature.
I duplicated this layer and added a blur filter to depict the bleed that occurs with tattoos.
I didn't want the hair to just be monotone, so I added a black mask and filled in a pink hue at the hairline to show the purple hair dye fading at her roots, with the blonde coming through as seen in the strands. I supported this idea with odd streaks of blonde showing throughout the ponytail for some hue variation.
Dev Log Evaluation:
With all of these details painted, my substance painter stage was complete and I'm ready to import to Engine! I started this by exporting the textures from Substance Painter. This program is definitely an easier part of the process and less time consuming; as long as the bake succeeds, the painting is a breeze. The only challenging part is creating distinction between materials and making good stylistic decisions like colours and brushes.
Even then, it was quick and easy thanks to the adjustment of roughness/metal/height maps! I had a great time bringing Silver Lining to life and tapping into artistry to take a break from technical work like 3D modelling and the likes. I believe I succeeded in placing emphasis on her glaring eyes with the texture of the burn scars, the smudged eye makeup and the piercing, clouded eyes. The distinction between each material such as the skin, spandex, latex, and metal jewellery was another success as I delved into the roughness and metal adjustments.
Being left with a satisfactory result on Substance left me with the Engine stage to complete, the homestretch!
With the model retopped, baked and painted, it was time to bring it into Engine to present. I began by opening a new blank scene and creating folders for the Meshes, Textures, and Materials. Next, I ticked off auto exposure so I could be independent with creating lighting and not be swayed by the adjustments made by auto exposure. I then began importing the textures.
In going to the folder where I exported all my Substance textures, I dragged them into the content draw on UE5. From here, I renamed them with the correct naming conventions - e.g., "T_Head_BC" for base colour, "T_Head_N" for normal, and "T_Head_AORM" for ambient occlusion, roughness, and metal.
For each AORM map, I double clicked it to open its tab and ticked off sRGB as this limits the colour range on the map and therefore inhibits the textures. With each texture labelled, I created materials for each texture sheet: Head, Body, Hair, Eyes, and Accessories. I dragged the textures into their respective materials and started to assort the nodes.
Creating each material with the nodes sorted allowed me to move them into the Materials folder and work on importing the mesh.
Base colour has its RGB connected to base colour, Normal's RGB goes to normal, AORM is a little different. Red goes to ambient occlusion, green goes to roughness, and blue goes to metallic.
Just before importing the mesh, I went into the project settings, then maps and modes. In here, I set the editor startup map to the level I have everything contained in which provides good etiquette for viewers so they don't get lost looking for the correct place of presentation.
From here, I exported all the low poly meshes in 3Ds Max. When I imported it, I selected "Combine Meshes" so it'd all unify. Dragging the materials onto Silver Lining ensured the configuration was correct and no errors occurred, meaning it's time to setup lighting and rigging!
Using Mixamo to Rig and Pose:
I used the Adobe software Mixamo to rig my character. I did this by capping off her belt so she didn't have any gaps that'd mess up the rigging process, and added cylinders to account for legs.
From here, I added the knee joints to the ends of the cylinders to make Mixamo believe the model was a full body rather than torso up, and placed the rest of the rigging joints in their respective areas to commence the auto rigging process. I also removed the hair and collar when exporting the model since they were rather extreme shapes that I wanted to maintain the silhouette of.
Since the rig was a success, I chose a feminine pose that felt very vain and egotistical to communicate her personality through her pose.
When I made sure the pose worked well and nothing distorted, I downloaded the pose and opened it in 3Ds Max, reimporting the collar and hair to place back onto the model and export this file as the posed version.
Before adding any lighting, I added a few cube primitives and scaled them up to box the model in, changing their lighting channel from 0 to 1 to prevent them from being affected by the lighting, or reflecting anything. This draws more focus to the model in the centre as nothing goes on in the surroundings. From here, I made a new material and added a constant with the base colour set to black, and a roughness node set to a value of 1 for a completely matte texture. This gave me the environmental setup, ready to add lights to.
Setting up the Lighting:
Since I had a neutral A-posed version and a rigged version of my model, I started to create the lighting for each version. I aimed to give the neutral version very objective lighting so the model is presented clearly and every component is visible. Whereas, I want the posed version to have a dramatic flair with unique lighting, with the purpose of showing narrative over direct, professional presentation.
To commence this phase, I added a deep orange spotlight towards the back wall to act as a support to the model and enhance her silhouette. I chose this colour as it's the accent colour found on her design, overtaken by purple and gold. Therefore, it's balanced out with orange in the background and doesn't feel like any colour occurs too often.
I used the 3-point lighting method for the objective view, adding a slight tinge of colour and angle to increase the dynamic nature of the shadows and silhouette, but staying clear and neutral. A cool, light blue rect light sits to the left side of her, a warmer pink light on the other side closer to the back. This one isn't to affect the silhouette with harsh highlights, but add hue variation in a transition from cool to warm. And finally, I added an objective light with a really subtle tinge of warmth facing Silver Lining to light her properly and show how each material reflects on her.
For the rigged pose, I aimed to portray its dramatic flair with spot lights at a higher intensity to cast drastic shadows. I did this by casting a cool spotlight above her, slightly tilted to attain a subtle "Rembrandt" effect with angled shadows. I then added a neutral spotlight to her face to add shadow to her eyes, which imposes a sense of guilt and regret as she chose to walk down the path of villainy. I kept that objective rect light from the neutral scene to place in front of her so she isn't totally obscured and you can still see her model properly, while maintaining the dramaturgy of the scene.
Final Screenshots:
Post Mortem:
When I heard of the heavy grade weight for this block, I understood that this one must be a project requiring lots of time and effort; I knew that the automatic extension granted to us wouldn't apply to me since I'd be going abroad as the extension starts, meaning I had to prioritise game production and ensure I completed everything in good time. Substance could barely run on my gaming PC back home, I can't imagine how it'd be on my laptop in the foreign heat!!
My feelings on Zbrush have definitely fluctuated greatly, finding myself frustrated or having fun depending on the day. I believe most of my frustration with Zbrush comes from the fact that the ugly stage of the sculpting process is so persistent and long lasting, but it feels rewarding to reach a clean result. Comparing last block to this block, I can see great improvement in my Zbrush skills - I was making wonky, uncanny head sculpts in block 3 and now I'm making visually pleasing busts with hair, clothing, and tertiary detail. I relied greatly on the clay build-up and move tool combo, but I did explore alternate methods like extracting, modular sculpting, and bend curve to establish a shape's tilt before sculpting.
The retopology process was a breeze for me - although, I think I'm one of the few who actually mesh well with it. In the previous block, I clicked with it pretty quickly and it came to me swiftly. With our previous practice, retopping the head was completed efficiently. I was a little apprehensive when it came to retopping the clothes and hair because I didn't know how they were tackled, but once I learned that you follow the contour of the high poly sculpt and the grid of the body, it was done easily. The extravagant collar proved this stage not to be without challenge, but I was glad I had something extreme to retop so I'd learn how to retop a range of objects. I did encounter one issue where 9k tris were hiding in the low poly sleeve, genuinely nowhere to be found when I selected everything. Once I selected the sleeve topology exclusively and detached it, the issue went away. Before I found this anomaly, I'd already optimised my model like crazy removing loops to stay in budget when it was unnecessary. This did leave me to re-add loops and readjust the topology so it's not to my satisfaction as it previously was, but it clearly still flows which is good. I was so done with the retopology when I encountered this issue that I just moved on but I would've liked to redo it and add more detail, given the generous amount of budget I actually had left.
Substance Painter was once again a very fun stage, you can't really go wrong with colouring; I had a great time exploring the height/roughness/metal maps to create material distinction and work to depict certain unique textures like healed scar tissue (which I believe I succeeded in!!), it was a great challenge that pushed the boundaries of a standard, clean paint-over. I believe the Overwatch style goal was a suitable one to reference, not too stylistically complex with detail like Arcane or Valorant, but not overly simple. It is mostly clean, but tertiary detail and tinges of realism are still present which did push me to be intricate with details! I had a goal of placing major emphasis on the face based on her narrative with her clouded, blind eyes and burn scars both caused by the tragic development of her light powers and I think I succeeded in that; the clothing is relatively simple for this reason, but has its own focus with the material read, but I carefully painted the face, like the eyes and makeup to cause contrast in the detail between these areas.
Finally, I'm glad I succeeded in rigging my character as the stretch goal given my limited work time as it brings another level of dimension to the character and gets rid of the stiffness caused by the A-pose. I won't harp on about my pose and lighting choices since I already have, but I will say my ability in time management has definitely improved as I successfully met all the goals of this block and managed a stretch goal in my limited time. The guidance goals posted on LearningZone were a great help to track my progress weekly and motivated me to stay caught up and a little ahead if possible.
Overall, this block was a challenge based on the heavy workload, but I'm super proud of the outcome! I felt intimidated by what was asked of us initially, but sticking to it and dedicating the necessary time and effort brought my goals to fruition. I'd love to learn how to rig a face despite its complexity, because a sinister smirk would bring the already captured likeness of my character to a greater degree. I'm already excited to go back for 2nd year to use all these programs again!