Wwe 3d face textures
Like my last hand-painted project, I used 3D Coat because of its dynamic link with Photoshop. I started this project to build some experience doing hand-painted textures.
#Wwe 3d face textures skin
I ended up connecting a lot of the clothing to the skin, which would help me skin the character more easily, and result in less artifacts in animation. I used this technique to retopologize the entire character. When the decimated model was in Maya, I made the object live, and used Quad Draw to draw the faces on the mesh.
Unfortunately, Maya doesn’t like a 12 million poly mesh, so I had to decimate the mesh using Decimation Master to lower the poly-count a bit. I merged all my subtools with Merge > Merge Visible. When the sculpt was finished, it was time to create a low-poly version which I could bake the sculpt on. The various stages I went through while creating the sculpt. I continued by using the Standardbrush to paint some folds. Using ZBrush to create the clothes was simple, I took the base body, masked it, and used Subtool > Extract with a subtle Thickness. Even though it isn’t as realistic as a Marvelous Designer simulation, I could get away with it because of the hand-painted nature of the project.
In this case I liked the amount of control I had by sculpting the folds by hand. In the end I decided to sculpt all the clothing except the skirt. Experimenting in Marvelous Designer to create clothing. I started by creating a simple dress in Marvelous Designer, which allows me to create realistic creases in the clothing.
#Wwe 3d face textures how to
The girl from the comic has very dynamic and wrinkled clothing, so it took me some experimentation to figure out how to approach this problem. Using makkon_haircurves_03 to create the hair strands, and modeling the eyelashes in Maya. I advise anyone who is new to sculpting, if there’s any task that seems easier in your preferred modeling software, it’s probably worth it. For the eyelashes and other pieces of special geometry, I modeled it in Maya and put it in ZBrush. For the hair I used a haircurves brush, edited by Chris Whitaker, called makkon_haircurves_03. While sculpting the face, it was very helpful to have some extra features in place, such as eyebrows, eyelashes and hair. Dynameshing and smoothing the block-out to create a simple mannequin. Additionally, I didn't need to sculpt very detailed, because the sculpt would only be used for a diffuse bake which I could paint over. Adding muscular detail wasn’t a priority because it was not yet determined where the clothing pieces would cover up the body. I continued by Dynameshing the block-out and refining the basic shapes of the body. Creating quick blobs in the shape of a human allowed me to establish the anatomy and style pretty quickly. I started the character by creating a block-out in ZBrush.
The reference board for Jake Wyatt’s character from Necropolis. Those kinds of emotions aren’t easy to translate into a 3D model, but I took it as a challenge. The girl is a ferocious character filled with rage, which she eventually demonstrates by slaughtering a bunch of bad guys. The biggest thing I wanted to nail in this project was the emotion. I’m a big fan of Jake Wyatt and his Necropolis comic, so I decided to create the protagonist from the comic.
#Wwe 3d face textures full
My Thoughts and GoalsĪfter the 3D bust was received so well, I wanted to set the bar higher and create a full character. I ended up winning the competition and gaining tons of experience with hand-painting! The 3D character bust that started my hand-painting journey. The challenge was to create a hand-painted character bust. The journey started when I participated in a competition hosted by Yekaterina Bourykina. Experiencing this provided me with a good base to start making my own projects. At school I learned about the many sides of game art, such as: procedural modeling, 3D animation, standard asset creation and engine implementation. However, my first real game art experience started when I decided to study Visual Art at Breda University of Applied Sciences. I got so immersed in these worlds that I decided to start making my own by playing with Game Maker and learning GML. As a child I spent the majority of my time exploring the story and worlds of Zelda, Pokémon and Rayman. Games have always been a big interest for me.