Step 4: Retopology
When I thought the mass and volume of the sculpture were the way I wanted, I began retopologizing the mesh using ZRemesher on each item (without worrying about edge loops and animation). I then passed it back into 3ds Max to map. After the mapping was finished, I added the final details and made final adjustments in ZBrush.
The character was retopologized using ZRemesher
Step 5: Textures and Materials
As I had already searched for and found references at the beginning of this project, I already had something in mind about what to use. I'll often find that even after trying several times it doesn't end up as cool as I imagined it would be, but it's good to have some options in mind and test until you feel satisfied about the result.
For the skin, I painted a texture in Photoshop mixed with some photo textures and I used the shader VrayFastSSS2, using the Normal map generated in ZBrush.
These show the character's skin shader and texture
Step 6: Textures and Materials 2
For all the others objects I used VrayMtl, and always with a bump map. After some trials and test paintings, I had my finished model ready to go to the next step.
This is the texture and shaders ready at this point
Step 7: Hair
Making the hair was always a big problem for me, but after a lot of studying I started to adjust to Ornatrix, and now I always use it in all my projects. I'm still not good with hair, but now I can make characters that aren't bald!
Emerson uses Ornatirix to create the hair for his character
< previous page next page >