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Hearts of the Cards

Based on Concept art by GamerNote. I guess it's fanart of fanart at this point, haha
https://www.artstation.com/artwork/XBEJ5R

Blocking, retoplology & UVs in Blender Sculpting in Zbrush Texgtures in Substance Painter

3D model viewer

I began this diorama using some primitive manequins I have in blender. You can quickly pose and deform the body parts since they are nested/parented and instanced rather than rigged to bones.

I began this diorama using some primitive manequins I have in blender. You can quickly pose and deform the body parts since they are nested/parented and instanced rather than rigged to bones.

I made heavy use of curves for the hair and belt.

I made heavy use of curves for the hair and belt.

curve hair and belt.  I would remake the hair in zbrush but this was a rapid way to get the shapes right

curve hair and belt. I would remake the hair in zbrush but this was a rapid way to get the shapes right

blockout stage complete.

blockout stage complete.

I have some hand topology meshes I have started using instead of doing hand retopo from scratch every time.  Deform the good hand roughly into place over the sculpt then apply a shrinkwrap modifier to it and smooth out any problem areas.

I have some hand topology meshes I have started using instead of doing hand retopo from scratch every time. Deform the good hand roughly into place over the sculpt then apply a shrinkwrap modifier to it and smooth out any problem areas.

topology wrapped around sculpt hand.

topology wrapped around sculpt hand.

blockout

blockout

sculpt

sculpt

retopology quick start for big chunky parts, I use smoothed cubes, rings, and planes to get my anchor points down over the sculpt quickly

retopology quick start for big chunky parts, I use smoothed cubes, rings, and planes to get my anchor points down over the sculpt quickly

shrink-wrap the primitives

shrink-wrap the primitives

connect the islands with traditional retopo

connect the islands with traditional retopo

I took a stab at hand-retopo on the fur skirt, but I think using decimation master in zbrush would have given about the same quality results in way less time.  Thats what I did for the boot fur.

I took a stab at hand-retopo on the fur skirt, but I think using decimation master in zbrush would have given about the same quality results in way less time. Thats what I did for the boot fur.

full retopo

full retopo

UVs / material groups

UVs / material groups

painted

painted