game maker draw 3d model

How to Create Your Own Hand-Painted 3D Characters

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How to Create Your Own Hand-Painted 3D Characters

Draw Your Weapons by Manuel Sitompul on Sketchfab Games accept always been a big interest for me. Equally a kid I spent the majority of my time exploring the story and worlds of Zelda, Pokémon and Rayman. I got so immersed in these worlds that I decided to first making

Games have always been a big involvement for me. Every bit a kid I spent the majority 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.

However, my first real game art experience started when I decided to study Visual Art at Breda University of Applied Sciences. At school I learned about the many sides of game fine art, such as: procedural modeling, 3D animation, standard asset creation and engine implementation. Experiencing this provided me with a skilful base of operations to start making my ain projects.

"Draw Your Weapons"‌‌

The Motivation

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

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

My Thoughts and Goals

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

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

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

Sculpting the Graphic symbol

I started the character by creating a cake-out in ZBrush. Creating quick blobs in the shape of a man immune me to found the beefcake and style pretty quickly.

Basic block-out I made in ZBrush.

I continued by Dynameshing the cake-out and refining the bones shapes of the body. Adding muscular particular wasn't a priority considering it was non withal determined where the article of clothing pieces would cover up the body. Additionally, I didn't need to sculpt very detailed, considering the sculpt would only be used for a diffuse broil which I could paint over.

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

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

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

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

Experimenting in Marvelous Designer to create clothing.

In the end I decided to sculpt all the habiliment except the brim. In this case I liked the amount of control I had past sculpting the folds by paw. Even though information technology isn't as realistic as a Marvelous Designer simulation, I could go abroad with information technology because of the hand-painted nature of the project.

Using ZBrush to create the apparel was simple, I took the base body, masked it, and used Subtool > Extract with a subtle Thickness. I connected by using the Standardbrush to pigment some folds.

The procedure of creating the clothes.
The diverse stages I went through while creating the sculpt.‌‌

Retopologizing the Grapheme

When the sculpt was finished, it was time to create a low-poly version which I could broil the sculpt on. I merged all my subtools with Merge > Merge Visible. Unfortunately, Maya doesn't similar a 12 meg poly mesh, so I had to decimate the mesh using Decimation Principal to lower the poly-count a chip.

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 unabridged character. I ended upward connecting a lot of the clothing to the skin, which would help me peel the graphic symbol more hands, and effect in less artifacts in animation.

The final topology of the grapheme.

Texturing the Character

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

For this project, I decided on diffuse-simply textures, which means the concluding product volition not interact with lighting in whatever manner. This means all the shadows, reflections and highlights must be painted by hand.

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 continued by using an incredible smart-cloth called SoMuchDiffuse. This smart-material takes the loftier-poly sculpted data and bakes information technology down into a single diffuse texture. Using this tool, I added base colors and gradients for every part of the character.

The base character texture generated with the use of SoMuchDiffuse

This is where the hand-painting starts. I continued past exporting the new diffuse texture and importing it into 3D-Glaze. My painting procedure is very straight-forward. My principal focus is ever to add more definition and highlight to the areas that I want the viewer to focus on. I started past painting lighter values fading from the center of the confront, which gives the face more than depth. Additionally, I tried painting a lot of different hues in the face such as reds, greens and dejection. I care for this process no different than painting a character in a 2D illustration.

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

The eyes in particular were fun to make! The vertex in the heart of the eyeball is going inwards to create a parallax effect. Additionally, there's a separate mesh for the cornea, on which I painted the eyes' reflection. Because there's distance between the reflection and the pupil at present, the eyes accept much more than depth.

Additionally, there'southward a divide 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 demand to hand-paint. I proceeded to create a basic skeleton for the character and a few basic for the facial expression.

The skeleton of the character

Settling on a pose and the facial expression took a while. Somewhen I settled on a specific console from the comic (Chapter 01, page ten), where the girl held a simple only strong pose. When the posing was finished, I could paint the shadows and ambient occlusion, because 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 Environment

I think an important part of selling your grapheme is presentation. You can spend hundreds of hours on a project, only if you don't present it right, people volition miss out on what you made. For this projection I cared a lot most emotion and immersion in character, and then I tried to have that into account when presenting. Adding a unproblematic pedestal wouldn't exist very immersive, and then I decided to create a small animated forest surroundings around the daughter.

The process of building the nature environment.

Retrospective

I have never done a hand-painting projection this big, and it'southward prophylactic to say it was quite a challenge. Getting all the materials to feel coherent while keeping the manus-painted details consequent took a long time.

However, the biggest claiming was the face. The character is supposed to exist an angry and fierce young woman. Yet, I needed to sculpt her in a neutral pose so the grapheme could be used in possible hereafter scenes where she is conveying dissimilar 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 offset. I could always resculpt the face if I demand new expressions.

Afterword

If you lot got this far, thank you for reading! I hope this inspires you lot to make something new! Y'all tin can find me on Artstation and Twitter. Feel complimentary to send me a message if y'all have any questions!

stinsonmilatichated.blogspot.com

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

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