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 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
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.
topology wrapped around sculpt hand.
blockout
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
shrink-wrap the primitives
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.