![]() For the proportions, I start to sculpt in low resolution, then I increase the subDiv Level gradually when I am satisfied. To do that, I use the translate tool in ZBrush. Then, I like to adjust the position of the arms and chest, work on the proportions. ![]() The amount of variation you can give to your character is very nice due to all the layers of the tool. This is why I used Human Zbuilder v2 to get the main human proportions. In production, I like to use a basemesh to speed up my workflow. With the final result, my goal was to create a nice portfolio piece where I could improve my presentation skills including the lighting and posing of the character. My reference sheet had a lot of examples of face, hair anatomy, loot bags, weapons, and Filipino art crafts. After my course, I took a little break, then decided to finish the project a couple of months later. It was really challenging and time-consuming, but in the end, the result was nice and I was really proud of it. Speaking of the hair asset, I wanted to create, first of all, long hair, so I could work on the chunk placement and such a haircut that would give nice specular reflections. His character had a nice pose, I knew he could tell a story and it was perfect for the hair modeling class. Since concepting a character is not my main strength, I decided to find a good concept where hair would be appealing and challenging. The company I work for was nice enough to pay me the Hair Creation for Games masterclass with Johan Lithvall at CGMA in February 2019. I think this part gives a character a lot of personality and it’s a long and hard process, so when it’s well done, there is a lot of pride to get. My favorite part of the character creation process is hair. Before Behaviour, I graduated from Bois-de-Boulogne college in 2016 and worked in the VFX industry for 2 years, at Digital Dimension. Since we are a small team, I am in charge of the whole process of character creation: modeling high-res/low-res, UVs, texturing, and bringing it inside the engine. I have been working on the game Deathgarden for 1 year and a half. Hi, my name is Dominique Gagné, I am from Montréal, and I am a 3D character artist at Behaviour Interactive.
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