Keep up-to-date with Free tutorials!!

 

Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

Sign me up to receive third-party emails from 3dtotal's partners, too!

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more

 

Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

 
submit tutorial
1
The Making of “Iron Chief the Skull Breaker”

| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star none
(Score 3.8 out of 5 after 5 Votes)
| 8554 Views
| 1 Comments
| Comments 1
Date Added: 16th December 2016
Software used:
Keywords:
2308_tid_zbrushcc_728x90.jpg

2308_tid_final-image.jpg

Yingbiao Han shares the process behind his latest 3D character concept...


2308_tid_zarist-profile.jpg

Step 1: Research and reference-gathering

Hello everyone! It is an honor to present the making of a next-gen video game character to you. I decided to make an orc creature because I am a huge fan of orcs, especially the ones from World of Warcraft. While I was gathering references, I was thinking about the physical features of this character and what kind of environment he would fit in. The idea was that this guy served as a heroic warrior in an ancient orc tribe, and he was known for crushing his enemies' skulls with his bare hands. With that in mind, I searched for images of bodybuilders and weightlifters in all body shapes, also including animals, costumes, bones, and cinematic renders of other orc characters.

2308_tid_01.jpg
Some of the references used for this character.

Step 2: DynaMesh and blocking out

I jumped into ZBrush and used DynaMesh to block out the upper body and then the lower body. After the primary form of the character was completed, I brought it into Maya to block out his leather garments and bone props, so that I would have an overall model of the whole design.

2308_tid_02.jpg
The rough DynaMesh stage.

Step 3: ZRemesher and prop sculpting stage

At this point, I concentrated on dealing with the props that I'd added to the orc. First of all, I converted the low-poly meshes to DynaMesh, so that I won't need to concern myself with stretching the topology while sculpting. As soon as I was happy with the overall form of those props, I ran a ZRemesher command on both the torso and props, so I could add more details on them with subdivision levels. I tend to switch between DynaMesh and ZRemesher from time to time because it is easy to fix mistakes and change proportions. Using ZBrush's projection tools, the entire sculpting process truly becomes more and more convenient.

2308_tid_03.jpg
Secondary form completed.

Step 4: High-res sculpting and additional props

So far, I was happy with the form of the character. I added some major wrinkles around his face and neck, and veins on his upper body. For the props, I sculpted some cloth folds and major surface details on the leather props and bones. Overall, the character didn't seem complete yet; there was a lack of visual impact. He felt more like a minion rather than a hero character. Therefore, I added shoulder armor with the combination of a huge carnivore's skull, chains, and old leather straps on his upper body to make him more intimidating.

2308_tid_04a.jpg

2308_tid_04b.jpg
The high-res sculpt with extra accessories.

Step 5: Resurfacing

As this was a next-gen game character, I set the polygon count up to 50,000 faces. I resurfaced the entire character with Quad Draw tool in Maya.

2308_tid_05.jpg
Increasing the polygon count in Maya.

Step 6: High frequency detailing and texture maps creation

My workflow for texture map creation relied on tons of photo references, Photoshop, and Mudbox. I made all basic tileable diffuse maps in Photoshop, then exported those maps into Mudbox with the base diffuse maps applied onto the character. I used the photo projection technique to project additional features like wounds, dirt, stains, and damage on the character in order to make him more believable. When I was happy with the final result on the diffuse maps, I converted them to specular and gloss maps. In order to make the character's surface details pop a little more, I generated a high-frequency detail normal map and overlaid it on top of the previous normal map.

2308_tid_06.jpg
The model with completed textures.

Step 7: Lighting and rendering

Due to the time constraints, I decided to render this character in Marmoset Toolbag. There was a lot of back and forth throughout the process between Marmoset and Photoshop; I needed to constantly tweak the shader balls in Marmoset and adjust spec/gloss maps in Photoshop in order to come up with more realistic materials. To achieve a good render result, I also made sure the lighting was not neglected - a default HDRI was far from enough. I added key lights, fill lights and rim lights to achieve my desired result. And that's it - I hope you guys like it!

2308_tid_final-image.jpg
Maps used for final render: Diffuse map, Base NM map, High frequency detail NM map, Spec map/Gloss map, SSS map/Translucency map.

2308_tid_zz1.jpg

2308_tid_zz2.jpg

2308_tid_zz3.jpg

Related links

Check out our interview with Yingbiao Han here
Follow Yingbiao Han on ArtStation
Learn how to make characters and creatures in ZBrush with our book

2308_tid_zbrushcc_728x90.jpg

 
1
Related Tutorials

Making of Sibilla

by Stefano Ciarrocchi
published on 2016-07-20

Keywords: Stefano Ciarrocchi, Sculptris, Sibilla, making of

rating star fullrating star fullrating star fullrating star fullrating star full (1)
Comments 1 Views 6614

The making of 'Deity'

by Sebastian Kowoll
published on 2016-12-01

Keywords: Deity, making of, photoshop, modo, DAZ 3D

rating star fullrating star fullrating star fullrating star nonerating star none (2)
Comments 0 Views 5118

The Making of Campsite

by Andrzej Dybowski
published on 2016-09-09

Keywords: Andrzej Dybowski, Photoshop, cyberpunk, making of

rating star fullrating star fullrating star fullrating star fullrating star none (1)
Comments 1 Views 6171

Making of “Prince Sunflower”

by Jonas Schlengman
published on 2017-05-10

Keywords: Jonas Schlengman, 3D, Artist, Tutorial, making of, Prince Sunflower

rating star fullrating star fullrating star fullrating star fullrating star half (5)
Comments 1 Views 6063
Readers Comments (Newest on Top)
avatar
Théo-Paul on Sun, 18 December 2016 9:15am
Quite the Masterpiece, .. i'm a fan of Orcs! . Equally a Fan of Exquisite PhotoShop Texturing and modelling work . I've had no time to thoroughly view the entire walkthough yet; So i'll come back and write something more deserving than "Rad Dude!" - but for now that will suffice ;-)
Add Your Comment..