Main Character: Full Body Progress
My goal for this iteration was just to get the character sculpted and textured to 60% and the static mesh into UE4. I started with this female base mesh I made in Maya and imported it into Zbrush. I like this workflow because then I don’t spend a ton of time in Zbrush trying to block out the basic forms of the human figure.
Click on the arrows to see the early stages of the full body sculpt.
Click on the arrows to see the different views of the final first pass sculpt.
I also began my sculpt of the boots with this base mesh I made in Maya.
Quick export into UE4 before starting on textures to make sure the mesh doesn’t have any flipped normals or holes.
Here the outfit with just basic colors laid down. I like to lay down colors before working at all on the roughness or texturing.
My goal for this pass was just to get all of the textures to read as their materials: the bodysuit to read as a pleather, the belt to read as canvas, the boots to read is old leather, etc.
Right now the first texture pass is still looking too fresh and new—for the second iteration I will be going back into ZBrush to work on finer details in the sculpt itself and “roughen up” some areas, pushing more secondary and tertiary form. Her clothes need to look more lived in and worn. I will also be working on finer details of the textures, playing around with the roughness maps to create more variation and areas of interest.