It's been quite a while since I posted one of these. I had been wanting to do something that was a bit more stylized and a little while ago I was sent a HUION Kamvas 24 to test out. I thought that would be a good excuse to have some fun with a little project.
At the time I had been listening to the Sandman audible series and checking out the graphic novel, so I thought a stylized version of Neil Gaiman's "The Sandman" would be a fun project.
I tried to record most of the sculpting and modeling process. There's a few areas where I either forgot to record, had a crash or skipped it as it was tedious or didn't think it was very important. If you have any questions about the workflow, I'll do my best to answer them. The final render is from Unreal Engine. Check out the FAQ below for some extra info. Thanks! :)
For more details and images of the project you can check out:
www.artstation...
www.artstation...
/ afisher3d
/ afisher3d
FAQ:
-How long did it take?
The sculpting and modeling probably took a 3-4 days if I was working full time. The hair and the feathers were time consuming, but the rest of it was pretty staight forward. It was also a bit of trail and error in exactly where I wanted to take the project.
-What was your workflow for the cloak?
I wanted a fairly specific silhouette for the cloak and decided to use Marvelous Designer to get a quick base mesh to work with. You'll notice a lot of pins holding the shape, whereas usually I wouldn't use that many pins. From there I wanted some nice topology where I could match the number of edges on the seams, so I could have a seamless mesh. There are a few ways to do this, the tool I used in here is "Marvelous Designer Retopology Toolkit for Maya" created by Derrick Session (www.artstation.... I think cleaned up the mesh and folds in ZBrush and added some thickness and continued to sculpt the cloak.
-How did you do the hair and feathers?
Started with sculpting a rough base for the hair and the raven and used some custom inser mesh brushes to create clumps, then duplicated the clumps to create the flow I was looking for. For some areas I wanted a soften look, so I dynmeshed some of the clumps, zremeshed and projected the detail back onto the new mesh, then smoothed out some areas.
Music: Veace D - Lost In The Haze
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