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by Miki Bencz
Kirill Tokarev
Interviewed by
Published
24 September 2018
Tags
Character Art
Interview
3D
3d art
3ds max
Loading 3D model
character
gamedev
indiedev
Comments 7
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The Project
The project started the same way it usually does: I’ve been surfing the
internet for a new personal project! Sometimes it takes a while to find
the right thing to make since there are some illustrations which I really
like but would take an insane amount of work to make. On the other
end, there are “too easy” ones which would be fun to make but wouldn’t
challenge me enough in the long run. So finding the right balance
between fun and challenging is always something I try to keep in mind
since I want to both learn a lot and avoid feeling too stressed out during
the whole project. After all, it’s just a hobby!
The model is based on an illustration by Julia Yang.
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The Workflow
I worked in 3ds Max and used the basic tools. I kept moving around
vertexes until it looked right, starting with a simple plane placed on the
bridge of the nose – basic “box modeling” stuff! Drawing a lot of heads,
practicing anatomy and digital painting can help tremendously at this
point since your eye can be trained to recognize what looks “right”. After
I start painting the textures, I always have to jump back and fix
geometry and model everywhere, since all the errors come to the
surface, and it’s easier to spot the difference between the model and the
illustration. Model, Texture, UVs, topology – everything is constantly
changing (a lot) up until the moment the piece is published. You have to
be efficient with the technical side of the things in order to fix these
easily, so I’d suggest getting as comfy as you can with a non-linear
workflow if needed. Each time I model a head I try and get it more
accurate than the one I made before. It’s an endless iteration of
knowledge, stylization, and skill from project to project!
Below you can see the route I took on modeling the head. Keep in mind
the last one is not the final wire, this gif is to show the direction of
progression only!
Painting Texturing
Also, towards the second half of texturing it’s important to switch the
viewing distance and figure out what big and small things you’ve
missed. Getting back from the kitchen and seeing my monitor from far
away helps me to notice the details that the illustration has and my
remake doesn’t. Switching from the model to the illustration frequently
is really important, too.
One key challenge was that I used the wrong brush for the majoirty of
the texture painting, and the texture was blurry for a long time. It
would have been more effective to start out with a messy brush that
roughly has the same feel as the final illustration. Well, I learn
something new with each piece and the project I’m working on now got
this problem sorted!
Monochrome 3D Image
Lighting
A game with this style is most definitely possible. With some technical
support, it can be done! The way I work takes too much time for a single
asset to be produced, so the tech is needed in order to figure out a
procedural way to achieve the effect and reduce the production time
drastically. Every technique used, the resolution of the geometry and
the size of the textures would work easily in any engine. Today’s
hardware shouldn’t have trouble with a 2k texture and a 5k triangle
head!
Thanks for reading my interview!
Leave a comment
Comments 7
anybody have any links for techniques used in his work? i want to make
a sketch for my project https://appdevelopmenttexas.net/ please no
Wikipedia. thanks
Stunning man
0 Rombout versluijs · a year ago ·
Great work, that was a really interesting read! The devs of Signal from
Tölva kind of did what you described in the last part & found a
procedural solution for their needs (distributing brush strokes, edge
detection, etc).
0 Rick Hoppmann · a year ago ·
Epic Games Acquires Quixel Open-Source Painting Tool Koola's Storm Test in UE4
for 3D Artists
for 3D Artists
In this tutorial, Juan Hernandez shows how to create a clean high poly
Helmet using ZBrush.
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