My only other model I was proud of that year was also a character, a mythological creature inspired by reptiles. Instead of photo manipulation to produce textures I hand painted it, which I found I much preferred. I used Zbrush for the first time and fell in love with the software, thanks to its similarities to 3d modelling in real life, which I had done many times previous to the Game Art course.
This final concept and colour palette were from personal reference photos of reptilians, mostly chameleons and snakes.
The character is a chameleon, snake and human hybrid, taking inspiration from basilisks and greek mythology.
When building the model I used parts of my own human body model, to save time.

When it was complete, I took the build in to Zbrush. I used brushes specifically for reptilian skin to give it an accurate texture, and made small changes to the shape of the character, such as making the eyes rounder and protrude further from the socket, and adding a more clearly defined mouth.
It isn't perfect, but for a first attempt I was proud.
I painted the colours in photoshop. Using the normal map to ensure the colours lined up to spots, as it does in the reference.
If I were to redo this project I would use a higher poly count, though the brief specified not to, and I would spend more time in Zbrush to give a more detailed reptilian skin, as well as painting in more details and more tones and colours.











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