Next in line was the Fortune Teller. Again, using the same software, Maya, Zbrush, Quixel for retopology and texturing (also fair to mention , Xnormal for map baking). Once again here is the result of the alpha project.
Fortune Teller, Alpha project result |
Fortune Teller getting small improvements before the retopology |
Just like with the other two models (Goblin and Slave Driver) , I stayed in Zbrush to improve few things, like cloth folds, face features etc.
Here is and early look at the Low poly version. So far I didn't have any issues or bigger challenges with her.
Wireframe In Maya |
Moving on to DDO (Quixel) I had 5x4k Maps once again, Once for the body, jewelry, clothes, hair, Eyes. Most probably I could squeeze the hair uv into one of the other maps, keeping it small (the hair being very dark, could get away with smaller Uvs)
During the texturing stage I decided to add new tattoos, and facepaint to make her a little bit more interesting and fit in with the rest of her design. I did some research on trival tattoos, paying attention to patterns and shapes, focusing manly on black colour. What I liked about it is that I didnt have to plan it too much; with DDO I could design on the go, and quickly erase if needed.
.Quixel stage went without any problems, except buggy opacity inside ddo. Other than that it was a quick process.
Quixel texturing |
One major change between Alpha and Beta stage is the jewelery. I added more rings and bits, and also changed the chaplets layout.
The reason is that when posed, they would overstretch, make the arms impossible to move in the real world. I still wanted to keep them, so I went into zbrush, took my custom chaplet brush and redesigned it. In the end I used a plane with normal map&alpha projected onto it.
Here is the final result (Marmoset). I think it turned out great and stayed very close to the original. With this one I could really practice strings and such, the thing I always struggled with. Early during the retopology process I've got told she won't be able to move her arms from the anatomical point of view, which meant I would have to quickly redo the torso. In the end there was no problem with movement during the posing stage. If I could change something it would be adding more things to her skirt, perhaps coins or amulets.
Here is what I ended up at the posing stage (once again creating a simple rig). The idea came rather naturally, she already gives a mysterious vibe, dark and atmospheric. Both table and the assets (candles, dice etc.) were textured inside Quixel. Candle flame has an emission texture to it, combined with bloom, creates a nice mood. (more at https://skfb.ly/MMVr)
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