1. Schedule
Week 1: Gather reference and then start building out mesh for character. Blockout for the upper body and head as well as any accessories and clothing for the character. Move to blocking out the proxy for the hair as well (The hair proxy will serve as a curve conversion for Xgen). Once these shapes are established, begin doing a high poly sculpt for the face and the clothing. Set up Unreal lighting scenario and camera rig to establish lookdev early.
Week 2: Continue high poly sculpt for the body and the clothing, focus on facial muscles and selling expression. Continue detailing from week 1. Refine pose if needed and focus in on selling a specific angle. Begin retopology pass and either have it done or 90% done for week 3. (If retopo is done work on UVs).
Week 3: Finish out UV pass and begin baking process. Baking should be relatively simple and should not take more than 20 minutes to finish. Once bake is established begin a texture pass. Goal is to have textures completed and lookdeved in engine for this week. Begin initial hair pass in Xgen.
Week 4: Complete hair pass in Xgen. Finalize all materials and lighting set up in Unreal. Establish beauty shots and product shots for the character. Collect photos for UVs and Topology. Composition pass in photoshop to finalize picture quality. Create ArtStation Post.
For this week I worked on getting some more high res detail on my high poly sculpt, added stuff to the jacket and some more skin detailing. I have also started the process of retopo and UVs so currently I'm exactly on time for my schedule and projections!
Here is a 3-up of the piece so far, I did end up fixing some eye positioning issues in zbrush which helped me get a good grasp of where the eyes are going to land in Unreal!
Here is her framed with just one model this is the angle I'll end up attempting in Unreal for the beauty shots.
Some close up detailing for the skin and lips!
And a closer look for the Jacket as well!
My current progress on retopo and clean up! The Tri-count is sitting at 79K with most of the budget being taken up by the zippers and teeth, currently finding a way to try and optimize it more!