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The making of 'Warcraft character' by Alfonso Coppola

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Date Added: 1st December 2017

Alfonso Coppola shows the process he went through to recreate Wei Wang's "Warcraft" character concept in 3D, with ZBrush, Maya, and Mudbox...


I created this character for the "Rainbow Academy" contest. The main goal was to recreate a character related to the Blizzard world. Wei Wang has always inspired me with his gorgeous concept art. The creation of this character has been an amazing challenge that lead me to improve my sculpting and texturing skills, learning more about anatomy and speeding up my workflow for ZBrush and Mudbox.

Step 1: Reference research

First of all at the beginning of this project, I spent time researching good references because it is the most important part of every work. Beginning without references won't help to get the appropriate result you're looking for. I mostly used Pinterest and Google images.

Reference collection

Step 2: Body block-out

My first move was recreating the body and to do this, I used Dynamesh to roughly establish the overall proportions. Usually, with every personal project I produce, I like to start from a sphere because thanks to this I have the chance to improve my sculpting skill.

Body block-out

Step 3: Cloths block-out

I moved into Marvelous Designe to roughly block out the clothes volume. Once I felt satisfied with the result, I used a couple of easy steps to export the mesh and import it into ZBrush.

From Marvelous Designer to ZBrush

Step 4: Adding accessories and body secondary shape

Now that the body and clothes have been blocked out, I started to add accessories and secondary shapes to the body. I used just a few simple brushes. While I was adding more shapes to the body I broke up the symmetry. Fibermesh helped me to rough out the idea for the beard. I also used different layers of Fibermesh to create the feathers. For the necklaces and similar accessories, I used "Instance Along Curve" which is a great handy free script from Maya.

Face secondary shape progress

Accessories and body secondary shapes details

Simple steps on how to use "Instance along curve"

continued on next page >

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