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VSFX 757 Creature Look Dev part 3

  • Writer: muhd aiman
    muhd aiman
  • May 30, 2017
  • 2 min read

Project 3: Clothing and props

Preparing the models

The props and clothing for the character was sculpted in Zbrush with mid-level detail, the micro detail can be painted in the texture. I sculpt all the clothing and props with sub-D level so that I can use the lowest sub-D level of the mesh and bring it to Maya. The low poly mesh was UV-ed using UV layout and I arrange the UV island based on the metallic surface and non-metallic surface so that I can texture more efficiently in substance painter and apply separate shaders to them.

Textures and shaders

Below is the resulted texture painting of all the clothing and props. The texture size for most of the parts is 4k and some smaller props like the metal chain and sword was in 2k.

All the texture was then exported out from substance painter with 4 different maps, Color, metallic, bump and roughness maps.

In Maya, I made different shader for metallic surface and non-metallic surface. I also have to gamma correct certain texture map to get the right linear color space. Finally, all the texture was converted to .tx file to optimize all the textures and reduce the render time.

Project 3 render result

Project 4 Final character turntable

Posing the character

The character was posed in zbrush and I added some more details on the ground and on the sword to give more dynamic feel to the character.

Update texture and shader

After looking at the resulted render in project 3, I figure that the character looks too clean. Also, the character's body loose a lot of micro detail on the skin due to high translucency of the sub-surface scatter.

My solution was to create a fake Sub-surface look on the diffuse texture. I also added more blood details on the clothing to create a more scary feels to the character.

Cinematic shots

For the turntable, I try to make the camera to focus more on the texture details and on the character's pose.

I also made a close up shots on the face and a pan up camera shot.

Final render

The overall render time took about 10 minutes per frame. I render the scene at 1080p and 120 frame per shots.


 
 
 

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