I kindly got permission from JonnyD to adapt his illustration for my second project and what particularly drew me to him is the really cool shape language in his clothing and face, lots of geometrical shapes but also the fact that he is the complete opposite of my previous character project.
He's an elderly man done in a hand-painted style and even shape-wise a lot of him is super pointy. He's got a good variety of clothing folds to be preoccupied with recreating too which will also show a great variety of skills from me if I can execute them well.
The folds are also stylised which proposes another challenge ontop of everything but his overall design is so interesting that I'm sure the final outcome would be worth the effort and make him a wonderful addition to add more variation for my portfolio.
Hand-painting the textures would have be a must for this character since it's a big part of his designs overall charm so I will be looking into games that have used an art style that also adopts this element in particular.
Old Jack by JonnyD
While working on this project, I have been playing Read Dead 2 for the first time ( as research, of course ) to be better immersed in what makes a cowboy act and look the way they do. The way of life varies whether you are an outlaw or a well-seasoned cowboy working on a ranch and this would translate into the attire you end up wearing as well.
Old Jack, clearly loves to adorn himself with the treasures of his expeditions which leads me to believe that he's the more adventurer type who also ends up wearing lots of his loot just to show off to those around him. He has clearly found some of them fair and square with the various levels of fraying and cloth damage visible in the design.
Luckily for me, Sea of Thieves has a lot of online documentation of how they sculpt and model their characters, which is freely accessible for me to look at.
There is an over-exaggeration of the proportions and parts of the body that end up looking a lot like caricatures to really push certain features.
One thing they are also well known for is the wonky scale that has been added all throughout the character and environmental designs to make it all look more organic and worn down.
The style combines PBR and hand painted texturing and is very well known for their diverse character customisability so many clothing and facial features are expected to be easily swapped out and adjusted accordingly.
Another big motivator for working in this style would be due to the fact that Rare studios would be one of the dream places to work at for me, since its still too early to tell at the moment what style to better lean into, I will go ahead with sculpting a basic blockout and see what direction naturally feels like it would best match my concepts likeness in the end.
Wayfinder is another great game with an equally lovely art style that spawned from it. They love using shape language and exaggerating them to create the most interesting and stylized silhouettes, following a similar ruleset to the ones used in Disney when they use straights against curves to develop their characters. This helps them look very fleshed out whilst borrowing techniques used when drawing gestures to create lively-looking characters and applying this to a 3D model when sculpting early on helps to create not only a more appealing overall look but also once they do get animated in-game they come to live even more.
Airship Syndicate also uses Unreal Engine, which gives me more confidence in my ability to replicate the models in the same way they would have been displayed in the game and taking into consideration what shaders could have been used for achieving certain effects.
For characters, this could be the use of subsurface scattering for the skin or the anisotropic shader used for the metal material to reflect in a more stylized way.
The character design has to reflect their corresponding archetype and from the visuals alone you should be able to have a good grasp of the type of person they are. All of the designs I've also noticed either have fully or half-covered sleeves and trousers, this is so that the animation team has a better time with creating the unique rigs without there being anything in the way of the vital joints.
Another thing to keep in mind is the customizability of these characters as well, many articles of clothing are created in mind with being able to be swapped out and changed in colour for the player to change at will. However, there is another type of costume they use called Personas, they cover the fullbody and due to this they end up not having to be as restricted to the previously mentioned style system. In my case I will end up making a fullbody costume as well since I do not plan to switch out the characters clothing but instead have variation of colours that can be treated like an alternative skin.
Moloch - by Ahmed Albastaki
Much more work that was done on this game has been recently published on Artstation and with so many references I can pick and choose specific pieces to work from. For example, in my general moodboard I have multiple characters with their turnarounds on display which let me zoom in and focus on the specific articles of clothing or way of rendering textures that match the best with my concept.
I have also really been inspired after reading this article of a fan artwork of a character made in the Wayfinder style, lots of great insight and tips and tricks of what I can apply to this project to stay ontop of things and keep to a schedule.
Collaging all of the relevant Wayfinder artwork I could find for reference provided me with lots of options to look at for how things ended up being rendered and sculpted later on. I picked and focused on some pieces just for one or two elements I wanted to implement so I frankenstein-ed pieces a lot.
The character design has to reflect their corresponding archetype and from the visuals alone you should be able to have a good grasp of the type of person they are. All of the designs I've also noticed either have fully or half-covered sleeves and trousers, this is so that the animation team has a better time with creating the unique rigs without there being anything in the way of the vital joints. Another thing to keep in mind is the customizability of these characters as well, many articles of clothing are created in mind with being able to be swapped out and changed in colour for the player to change at will.
However, there is another type of costume they use called Personas, they cover the fullbody and due to this they end up not having to be as restricted to the previously mentioned style system. In my case I will end up making a full-body costume as well since I do not plan to switch out the character's clothing but instead have variation of colours that can be treated like an alternative skin. This would be the recoloured variant made on the right , I will likely stick to the original concept's colours for the time being as to not stray from the artist's original intentions with this design but after hand in the edits can be made easily with HSL editor in Substance Painter.
Since the Pioneer character was my first project to work on, I was able to borrow the base mesh for the hands, face and body to have a starting off point that was cleaned up already to work from. The hands I used a retopologized version and updated it by widening the fingers and squaring everything more off so it looked more masculine and less dainty. Even if I had to dynamesh or alter the topology later down the line, due to the basemesh being the same I can always morph it into fitting in place for the correct retopology to be put back.
I used the base head from my previous Pioneer project as a base mesh since it had some very primative facial shapes put in place to work from. A lot was edited since the previous mesh had exaggerated and enlarged eyes annd this wouldn't have matched up well with my concept.
Once I got the main silhouette of the face down like pushing up the eyes and cheekbones, I started to get closer to more accurately capturing my character's likeness and defining features.
Since the initial plan was to make them fit the Sea of thieves style, I was making the limbs be really skinny since even the characters on the bigger end had really small calves and feet. However, this looked really strange for the concept I had chosen and it also happened to have a lot less handpainted texturing which would have made it more difficult to stay true to the chosen concept.
The face sculpt I was working on to capture his likeness also didnt lend itself so well to the Sea of Thieves style so by this stage I decided to keep the face sculpt staying almost the same but heavily adjust the body and lean into the Wayfinder artstyle for a better direction instead.
I had some feedback from peers and lecturers since I was struggling with pushing the proportions in a stylized way so to remedy this I went back to the basics and closely followed male anatomy for a rough block out. Its easier to stylise it later this way as opposed to working the other way around since I don't have the best initial grasp of anatomy to begin with which is why i end up struggling with it so much.
The hands here were made proportional to the body but the problem is that the concept has such exaggerated proportions that they end up looking out of place. I ignore this for now and later end up enlarging the gloves alongside making the lowpoly of the coat to make sure that the sleeves fit into the gloves seamlessly.
Dynamesh and polish paired together give me a really clean base to work onto , one problem I kept having early on is that his features were too rounded off which made him look like a much kinder man than in my concept so I ended up closing his eyes more and making the browbone look much more pronounced. This not only makes him look more masculine but also older.
Some small edits to the face of the sculpt but they end up captuing the likeness of the concept much better. Here I widened the nostrils and the eyes to help him keep that more stern look. Adding in the deeper skin folds and creases like crows feet around the eyes or the smile lines help him look more mature. The cheeks have also more pronounced lines surrounding the mass to accentuate the droopy skin alongside the heavier lower eyelid that both help feed into this narrative.
The beard was really fun to sculpt as you just go crazy with the dam standard brush and make sure a negative cut is right next to a positive one for that lovely sharp edge. I made the strands flow in a way that leads your eyes towards the face and follows the existing contours as a beard would naturally do when it is shaped/styled like this.
Learning my lesson from the previous project, I decide to merge the hairs down early on on this project and go with a dynamesh + polish combination to clean things up. Some of the areas were too close together and ended up fusing when not intended to so I ended up splitting some strands apart with their own geometry so they can be animate separately. This would be referring to the strands in particular as they would need to be able to flow on their own. I did however have feedback which is true that I ended up giving this old man too much lucious hair which is a bad habit of mine since I enjoy rendering and sculpting hair so much but I like the result so I push onwards.
A big initial struggle of mine when starting to sculpt the clothing folds was first understanding where the correct placement of them would be naturally before going in to try and stylize them . To remedy this , I took a similar pair of fitting trousers and high topped boots and did a quick photoshoot to gather more references from multiple angles to get a better understanding of where bunching would be expected. Since I am a lady though these trousers ended up being lot more form fitting than I would have liked for this purpose but it was still useful to gather first hand reference to better understand how the trousers would fold when bunched up to fit inside of a boot.
Here you can see that on the left I used the wayfinder style reference closely and tried to replicate thise folds more as opposed to the right side which was staying more true to the real references I had just taken. The realistic side ended up not only being too muddy to work from but it also ended up exaggerating the folds too drastically to fit the type of more looser fit that I would have initially aimed for so it aligns with the straight legged trousers Old Jack has.
Really rough first start and you can tell that I was very aimless on howw to start off and what to focus on first, at this point I remembered that I felt more comfortable using retopology to clean up my blockouts like I did with my Pioneer character so I take a step back to do this in 3Ds Max before moving forwards any further with something I'm unhappy with.
Lots of edits were made and a lot more going back and forth with the retop to high poly workflow but I ended up with another clean final high poly sculpt this way. I applied a lot of the feedback provided from my lecturers and ended up redoing and changing the cloth folds over 5 times until everything looks just right. The hat has been thinned out and exaggerated in shape to better match the initial concept also which I much rather prefer than what it used to look like before.
Due to the nose being bigger for my character, I decided that adding an extra loop would help me keep the shape better without it looking faceted from the side, an extra mouth loop was also added so that the beard that will be staying on top has more topology to match with underneath without it also looking too faceted.
As mentioned previously, the topology has to match up with the facial retop below it, this is so that when the character needs to be rigged and animated it can follow the existing geometry and deform accordingly.
Not all points can correctly line up though and this is due to the sharp points like the top of the chin or some or the sharp beard edges and therefore triangles have been used for these areas. They do however either end up being flush to the skin regardless or end up having supporting loops around them to keep them in place better.
I took a closer look at some of Overwatch's character models and the bearded characters like Hanzo end up following the same rules and thererefore animate gracefully, I am however concerned with my characters size of beard having some possible clipping issues if the jaw was to be unhinged to its maximum as the underside of the chin may dig into the neck due to where the hair ends up stopping in my concept. I'm hoping this is not too much of an issue however since I have not made a mouthbag to do such a pose and the bandana should hide the viewer from being able to view him from this underside angle regardless.
Symbol found on the hat and the belt, will be stacking UVs to save on texture space due to repetition
The initial blockout of the hat was a great base for the retop for which I then pulled the verts manually to capture the cuts and edges of the hat. The hat ended up somewhat low-poly with only 1k tris including the band around it but I don't see it necessary to go any higher since going more shape-heavy is what the concept has going on anyway.
The blockout boot was atrocious, the only part I used was the vamp of the boot but cleaning up everything else was thanks to retop saving the day again. I bent the top of the boot to make it seem as if folding over to capture the same silhouette read as the concept's.
The leather strap was also really easy to add by duplicating a copy of the loop around the boot and extruding it but not with too much . An extra floating mesh is used for both the leather strap that that is sticking out and the
The great thing about retopping the base body mesh first is the fact that I can get it to easily line up with the vest top and have the necessary animation loops in the correct placement as well. This made it overall pretty seamless and the highpoly blockout was a great indicator for where the seams and the vest neck hole would be.
The blockout was incredibly messy and thick but after spending some time drawing out a design with the above bandana for reference, I got a better understanding of the shape language and used it for creating the low poly which I am now much more pleased with how it came out. It doesn't fully loop around in some areas due to how serrated it can be in some areas but it's not meant to move much regardless.
Stacking UVs for the potions as well as their leather straps, only the potion to the right will be on a separate UV due to it being textured as more full than the other potions.
Vest + Coat Collar Retop
After extruding the vest for some thickness and deleting the unused backfaces, I was left with a lovely border for the vest collar which I made a copy of to retop the collar ontop of and better cleaned up the collar shapes.
Clean retopology made after extruding the base body underneath and conforming it as needed, also used the extrude option in Zmodeller to thicken this mesh all throughout and then later deleting faces that would never be visible, like deep inside of the sleeves or the upper back of the coat.
Re-using my already retopologised hand from another project was a great time saver in not having to do it all again, I only had to make some minor changes and make sure the quads get spaced out evenly once again but overall a very easy and clean outcome. For any joints in the wrong place, conform and move tool were great for this situation.
I find it easier to retopologize clothing if the base body mesh is done first, I use it to conform to the legs and then adjust the loops accordingly. Also a closeup of how all of the meshes stack together nicely without clipping into one another.
The current hat is too thick and bulky making it seem like a leather hat which is not what the original concept had in mind but I had been too fixated on other things to yet notice this.
I end up adjusting it and the placement to be better so it doesn't fully cover the eyes so he cant see and so that its not as wide as his head.
Previewing the silhouette in Zbrush helps me see if the shape language is effective in conveying what each segment of the body is meant to be. Currently its hard to see everything going on since the big coat has been in the way and I still ahve to add in the shoulder padding that will make them look more triangulated but despite this I am really glad to have retopologized everything so that I have a cleaner base to work from. I have followed the curves against straights rule in my sculpting ans htis can be most visible when looking at a closeup of the sleeve folds, its unfortunate that I cant sculpt many folds into the coat since that is something that will have to be posed in place instead.
Final Retopology after lots of tweaking pieces back and forth within Zbrush and 3ds Max. Ended up with 37k tris in total, which is slightly under my initial budget of 40k
Checking UVs with a tiling pattern
Final bake outcome, baked an ID map for an easier time masking areas to colour in
After this test bake + simple base colours combination, my lecturer pointed out some big flaws with the trousers that I just could not ignore without making the character feminised by accident.
Luckily, the edits were not too grand and it was easy enough to make them despite the hastle.
I also ended up making the legs thinner to better match his skinny frame that I accidentally plumped up due to looking at the trouser references I made for myself too closely.
As for the trousers, I made the needed changes and referred to the groin reference from Wayfinder to bulk up the area so it doesn't stay looking so flat as a man would have more padding in that area.
The fold creases in the sleeves were just too subtle for how deep the impression would have been so I dug into this cavity to add more depth.
The subtle change is huge as it will now also pick up better when using simple diffuse as it goes off the bake information as well slightly updating the silhouette for a better read.
In this podcast Jasmin ,who is an environment artist that worked on the Wayfinder games, mentioned that they use the simple diffuse Substance painter plugin as a base colour for their props and I can definitely see this being applied to the characters as well since everything in that game has been hand-painted in.
Due to the vast amount of assets this workflow makes a lot of sence and now that it has been pointed out its easier to see in my character references as well. This information has been useful so I can apply another one of the game's character creation pipeline into this project as well.
Simple Diffuse - By Nhance Studio
Since this was the smart material mentioned in the interview above, it seemed better to follow the pre-existing workflow and apply this to my character as well to better streamline the texturing process.
My setup of the smart material in the tutorial
Material ID setup , efverything done on 4k due to me setting the default file size as this but it will all be downscaled accordingly when its time to export the maps out. I will end up with 5 2048k sheets and one 512 sheet for the eyes.
Simple diffuse is an incredible smart material that did a lot of work based off just the bake alone, I really like the results and it gives a a great foundation to paint on top of and colour pick from the gradient variation for that hand-painted look.
Decals for the design on the vest
Some of the shapes are hard to make out on the vest but for the time being the big assets have been placed from the premade designs I made in Photoshop.
Subtle leather pattern made with roughness on the belt similar to what Wayfinder would do for cloth texture.
Texture variation using slope blur and manually painting in more worn-down shapes and areas. It's a really simple yet effective result.
Some potential poses based on what I could find online for cowboy poses, I really do love both variants but I think posing the hands to fully hold the belt will be more difficult so I will probably lean towards that ends up being easier to do and achieve a similar result.
The Mixamo posing attempts were good for getting an idea of how to pose him in the first place since I did not have anything in mind yet. I did however, wish I could combine elements from both of the poses on the right like the hand o the belt paired with the tipped forward hat. This is something that can only be replicated if done by hand and it would help feed into a similar narrative element that can be seen in the concept artwork. His face will be covered with some of it being in shadow which would also be deliberate to help make him look more mysterious and like he keeps to himself.
Using the transpose master in ZSphere allow me to pose certain sections using Zspheres as if they were bones, the pose had to also be modified since I dont have his hero props to match the concept so I ended up with a combination of the two poses generated from mixamo.
Resized both meshes correctly before importing into Unreal Engine, I had my units set up wrong in 3Ds Max despite it being 160cm it was showing up as 1600mm in Maya.
So I used Maya's upscaling measurements and ended up scaling it correctly by x100 in the end.
In the first few imports I had a really strange issue where a few of my faces were showing up black almost as if my faces were inverted.
To fix this I double checked that the direction of my normals was correct within 3Ds Max and collapsed the modifier.
Upon re-import this fixed the issue and stopped also displaying my textures so strangely which you can see in the left vs right version of the models and how its world normals were messed up. Crisis averted thankfully but I still have no Idea why this issue happened in the first place.
Did some experiments with some HDRI's before deciding that they would be too detailed and take away from the character.
My initial plan was to paint over an existing HDRI and have a moody sunset in the background but then I realised that with the time ticking up until the deadline I would not have time for the full background to be complete in due time for the hand in.
So this can be something for me to come back to for presentation's sake later down the road.
In the end I used a free to use stylized flooring for presentation's sake as well and will credit accordingly on any posts that it gets used on, it just helps my character look like hes in an enviroment despite the otherwise plain background since I'm not currently using any HDRIs.
Most of the Wayfinder characters I have found have a simple lighting setup with a rimlight focused on one side of the character, generally a cool light to contrast the warm tones of the skin and simpler / white fill lights to show off the true texture colours. I will end up making my character have more moody colours to help him look more mysterious since he's not being displayed as an asset in a Tpose but as someone living in the moment.
On the left the stylised lighting shader is applied, whereas the right one does not have it on the model. It's a subtle effect but it brightens many areas that would otherwise be really hard to see like the bumps of the joints on the hands and sculpted detailing on the gloves. The camera shots also look darker due to the vignette placed on the border, hence why the preview outside of the camera is not as intense in colours.
Checking that all of the chosen shots fit nicely within the rule of thirds grid and some end up being more centred if needed.
Most of the best shots with this kind of pose end up being the front so the back and side views don't look as interesting. This might be something I revise when reposing the character for the degreeshow.
I do really like the colour variation happening in the front, however and the blueish green background better matches the blue lights cast on him so he better fits into the environment.
It's also a complementary colour so it allows the character to stand out more against the background
Again I am really pleased with the saturation of the colours in the face and this paired with the dirt mask helps add subtle aged look especially when paired with a vignette which is commonly associated with older film that was shot on tape back in the day.
This character also has so much more potential to be greater than he already is, he just needs some revisiting for the degree show so he can be even more polished and properly finished up to get there. I have listed below where I thought my successes and faults lie and what I can add to improve on him.
What went well and what have I learned from this project
Optimization
Due to the stylised shapes and sharp shapes in Old Jack's design, I managed to optimise him enough so that he only consists of 37k tris overall which I am really pleased with. He also has a good amount of loops necessary for animation with a good consideration of maintaining an even quad space all throughout.
Sculpting Clothing folds
I still have a long way to go and so much more to learn about the anatomy of clothes but for this project I am really pleased with how I managed to stylise them and still utilise them in a way that informs which folds would be embedded in like at the back of the knees or the inner elbow folds
Adhering to an art style
The sculpting style of Wayfinder can be wonky at times to help sell a certain narrative like having dents in metal to make it look more dinged up or scratches for variation. Some of these details could have been textured in instead however and a lot of areas do end up being mirrored in terms of sculpt so I had to make sure my character was not too repetitive all over despite his design being symmetrical. This was done mainly by adding variation of folds and placements in a similar position but not quite the same on both sides. Another way of doing this was unwrapping pieces without stacking them to leave room for more texture variation later down the line.
It could have been better if...
Hand-painted Textures
Only the base layers of this character were laid down with simple diffuse, I'm glad I managed to use some PBR elements for the reflections in the metal for example but I wish I had allocated more time for the entire character to be covered in hand-painted textures as initially planned. It was a big reason as to why I picked the Wayfinder art style to focus on in particular so I definitely missed out some of the charm that does come with hand-painted work due to this lack of time management. I can also have a go at using 3D coat for this as it's also a program I did not have a chance to yet conquer the learning curve of using and can be another software to have knowledge of how to use under my belt.
Sculpting confidence
I have found myself in both projects relying more on being able to clean up my sculpts through retopology and then bringing it back into Zbrush for cleanup and sculpting. Most of my work and blockouts end up super muddy but it does get a base idea across, it would just be something to improve on with more practice in my own time since this did end up taking a lot of going back and forth for a clean result.
What I would like to go back to implement and why
More shader work
A skin shader to add ambient occlusion on the extremities like the nose and ears would have helped me match the concept better and make him look more alive. After researching and finding about a tech artists work on Wayfinder, I found that they also implemented an anisotropic metal shader that creates a subtle yet effective way to stylize the reflection of metal and the direction it's facing. I believe I can achieve a similar effect but with texturing instead by using Very Normal Paint (By Andrea Orioli) so painting normal directions of my meshes. This tool has released a few days before the hand in deadline so I had no chance to test this out but I would love to see if this implements well for certain areas.
Props being added
All of the weapons being removed also lost a lot of his character since he was completely adorned with them like a veteran wearing his badges of honour. Atleast the main big hero prop shovel has to be made to help him have his essense back and make it better match the initial concept work.
Handpainted background
I adore the backgrounds that my lecturer has created for his character's scenes, he has painted onto alphas and had them conform and around the character to add more depth. This would match really well with the already hand-painted nature of the concept as well
Eden & Asmodeus by Ioannis Markou
I am not familiar with sculpting males at all yet alone an elderly character, this was a great challenge for me to overcome but I am certain I did a great job of at least capturing the Wayfinder artstyle essence as much as I could in the time I had. Despite all of this, I found myself solving a lot of issues and problems along the way quicker due to me tackling the pioneer character first which had a lot more complicated aspects to her and lots of elements I had to better redesign so it translates well on a 3D character. This guy is no exception to this either and some changes had to be made too but nothing as drastic as the previous character.
In hindsight, if I knew I wanted to work with the Wayfinder artstyle I may have picked a concept in which the character would have already fit the universe much better, something more fantastical. But since I did not make my mind up early on I ended up going down this path and there were some issues I had to overcome like the fact that most Wayfinder designs have joints that aren't obscured and are free from aspects that may limit movement. One great example being the massive shoulder pads that would definitely clip if the arm moves too high upwards or forwards but this was an oversight on my behalf regardless.
Overall I am still glad I went through with this character as well since I learnt so much all throughout the process, I definetly found myseelf speeding along with him likely due to more confidence with my predetermined workflows that ended up working well from the Pioneer project.
The initial design of the tool was quite hard to understand what was happening, since it seems to be a modified shovel that also functions as an axe. In particular, it was hard for me at first to discern the red outlined part of the shovel and how to make it correctly connect to the axe head below. The depth and thickness of the metal is also inconsistent in some spots, so this is another thing I'd have to solve and figure out what looks correct when translating this weapon into 3D.
I have however found that