For this project I actually wanted to turn in a personal project I am working on for some feedback and since I have some experience with Zbrush I figured I could use this assignment to help me refine this. This is a skin shader pass I made in Substance Painter and Unreal Engine 5 to test out things like scattering and skin discoloration in the renderer.
This is the sculpt pass in zbrush my workflow is currently using a feature in zbrush called HD Geometry which allows me to store even higher poly models in the program without having it rendered all at once, this lets me get some pretty nice skin detail at the sculpt level instead of having to worry about it in the texture pass.
This is the full sculpt currently. There are still details being blocked out for the outfit so everything is currently at a lower level of detail, the head was separated to have it's own UV space so I can have it thrown in engine and start doing lookdev as early as possible, it helps for me to jump around between substance, Maya, Zbrush and Unreal to help everything become cohesive, it also allows me to see the end goal sooner which keeps me from burning out on longer scale projects!
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