how to draw a 3d ant

How to Create Your Own Hand-Painted 3D Characters

Learning

How to Create Your Own Hand-Painted 3D Characters

Draw Your Weapons past Manuel Sitompul on Sketchfab Games have always been a big interest for me. As a child I spent the majority of my fourth dimension exploring the story and worlds of Zelda, Pokémon and Rayman. I got and so immersed in these worlds that I decided to start making

Games have always been a large involvement for me. As a child I spent the bulk of my time exploring the story and worlds of Zelda, Pokémon and Rayman. I got so immersed in these worlds that I decided to start making my own past playing with Game Maker and learning GML.

Yet, my first existent game fine art feel started when I decided to study Visual Art at Breda University of Applied Sciences. At school I learned about the many sides of game art, such as: procedural modeling, 3D animation, standard nugget creation and engine implementation. Experiencing this provided me with a practiced base to starting time making my own projects.

"Draw Your Weapons"‌‌

The Motivation

The journey started when I participated in a competition hosted by Yekaterina Bourykina. The claiming was to create a mitt-painted graphic symbol bust. I ended up winning the competition and gaining tons of experience with hand-painting!

The 3D character bust that started my hand-painting journeying.

My Thoughts and Goals

After the 3D bust was received then well, I wanted to set the bar college and create a full character. I'yard a large fan of Jake Wyatt and his Necropolis comic, then I decided to create the protagonist from the comic.

The biggest affair I wanted to nail in this project was the emotion. The girl is a ferocious grapheme filled with rage, which she eventually demonstrates by slaughtering a bunch of bad guys. Those kinds of emotions aren't easy to interpret into a 3D model, but I took it as a claiming.

The reference board for Jake Wyatt'south character from Necropolis.

Sculpting the Character

I started the character past creating a block-out in ZBrush. Creating quick blobs in the shape of a human immune me to constitute the anatomy and style pretty quickly.

Basic cake-out I made in ZBrush.

I continued past Dynameshing the block-out and refining the basic shapes of the body. Adding muscular detail wasn't a priority because information technology was not yet determined where the clothing pieces would encompass upward the body. Additionally, I didn't need to sculpt very detailed, considering the sculpt would simply be used for a diffuse bake which I could pigment over.

Dynameshing and smoothing the block-out to create a simple mannequin.

While sculpting the face, it was very helpful to have some extra features in place, such as eyebrows, eyelashes and hair. For the pilus I used a haircurves brush, edited by Chris Whitaker, called makkon_haircurves_03. For the eyelashes and other pieces of special geometry, I modeled it in Maya and put information technology in ZBrush. I suggest anyone who is new to sculpting, if in that location's whatsoever chore that seems easier in your preferred modeling software, it's probably worth information technology.

Using makkon_haircurves_03 to create the hair strands, and modeling the eyelashes in Maya.

The girl from the comic has very dynamic and wrinkled habiliment, so it took me some experimentation to figure out how to arroyo this problem. I started past creating a uncomplicated clothes in Marvelous Designer, which allows me to create realistic creases in the clothing.

Experimenting in Marvelous Designer to create vesture.

In the finish I decided to sculpt all the clothing except the brim. In this case I liked the amount of command I had by sculpting the folds by hand. Even though it isn't every bit realistic as a Marvelous Designer simulation, I could get abroad with it because of the hand-painted nature of the project.

Using ZBrush to create the apparel was uncomplicated, I took the base body, masked it, and used Subtool > Extract with a subtle Thickness. I continued past using the Standardbrush to paint some folds.

The process of creating the wearing apparel.
The various stages I went through while creating the sculpt.‌‌

Retopologizing the Character

When the sculpt was finished, it was time to create a low-poly version which I could bake the sculpt on. I merged all my subtools with Merge > Merge Visible. Unfortunately, Maya doesn't like a 12 1000000 poly mesh, and then I had to decimate the mesh using Decimation Principal to lower the poly-count a bit.

When the decimated model was in Maya, I fabricated the object live, and used Quad Draw to draw the faces on the mesh. I used this technique to retopologize the entire grapheme. I ended upward connecting a lot of the clothing to the skin, which would help me skin the character more hands, and result in less artifacts in animation.

The terminal topology of the grapheme.

Texturing the Character

I started this projection to build some experience doing hand-painted textures. Like my last hand-painted project, I used 3D Coat considering of its dynamic link with Photoshop. 3D-Coat likewise allows me to make projections of the 3D model, which I can paint over in Photoshop.

For this project, I decided on diffuse-only textures, which means the final product volition not interact with lighting in whatsoever style. This means all the shadows, reflections and highlights must be painted by manus.

To start off, I wanted to create some base colors and basic lighting. I imported my model into Substance Painter and baked the high-poly model on the low-poly. I connected by using an incredible smart-textile called SoMuchDiffuse. This smart-fabric takes the loftier-poly sculpted information and bakes it down into a single diffuse texture. Using this tool, I added base colors and gradients for every part of the grapheme.

The base character texture generated with the employ of SoMuchDiffuse

This is where the hand-painting starts. I connected by exporting the new diffuse texture and importing it into 3D-Coat. My painting process is very straight-forrad. My primary focus is always to add together more definition and highlight to the areas that I want the viewer to focus on. I started by painting lighter values fading from the middle of the face, which gives the face more depth. Additionally, I tried painting a lot of different hues in the face such as reds, greens and blues. I care for this process no different than painting a grapheme in a 2D illustration.

Using the base made in Substance Painter to hand-paint over in 3D-Coat

The eyes in item were fun to brand! The vertex in the center of the eyeball is going in to create a parallax effect. Additionally, there'south a separate mesh for the cornea, on which I painted the eyes' reflection. Because there'southward altitude between the reflection and the pupil now, the eyes have much more depth.

Additionally, at that place'south a split mesh for the cornea, on which I painted the eyes' reflection.
The cornea is a separate mesh from the eyeball itself, calculation depth to the eye.

I couldn't call the textures finished until the character was rigged and posed. For example, changing the position of the arms can create new shadows and creases which I need to hand-paint. I proceeded to create a basic skeleton for the character and a few bones for the facial expression.

The skeleton of the character

Settling on a pose and the facial expression took a while. Eventually I settled on a specific panel from the comic (Chapter 01, page ten), where the girl held a simple but strong pose. When the posing was finished, I could paint the shadows and ambience occlusion, considering I now knew which side of the limbs would face outwards.

The textures before the posing was done, and the textures subsequently I painted according to the pose.

The Surround

I retrieve an of import part of selling your character is presentation. You lot tin can spend hundreds of hours on a project, just if you don't present it right, people volition miss out on what you made. For this project I cared a lot most emotion and immersion in character, so I tried to take that into account when presenting. Calculation a simple pedestal wouldn't be very immersive, and so I decided to create a small-scale animated wood environment around the daughter.

The procedure of building the nature environment.

Retrospective

I accept never done a hand-painting project this big, and it's safety to say information technology was quite a claiming. Getting all the materials to experience coherent while keeping the paw-painted details consistent took a long fourth dimension.

Yet, the biggest claiming was the face. The character is supposed to be an angry and trigger-happy young woman. Yet, I needed to sculpt her in a neutral pose and so the character could be used in possible hereafter scenes where she is carrying different emotions. In retrospect, I would've sculpted the graphic symbol with her expression immediately, so I could get the feeling of the scene from the beginning. I could always resculpt the confront if I demand new expressions.

Afterword

If you lot got this far, thank you for reading! I hope this inspires yous to make something new! Y'all can find me on Artstation and Twitter. Feel free to ship me a message if you lot take any questions!

dentonbeirds.blogspot.com

Source: https://discover.therookies.co/2019/07/21/how-to-create-your-own-hand-painted-3d-characters/

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