Stylised characters are my passion, and in this tutorial I'll go through my steps for creating a high-quality unlit and hand-painted character from start to finish. This process will involve using ZBrush for the high-poly creation, Modo for retopology and UVs, Marmoset Toolbag for baking and final rendering, and both Substance 3D Painter and 3DCoat for the texturing process. You'll be able to use this workflow for any hand-painted characters, props or environment pieces.
The aim here is to leverage the strength of several pieces of software to create quality models and textures efficiently. We'll use ZBrush and lots of ZModeler, plus Dynamic Subdivision workflows to create clean meshes, as well as DynaMesh and basic primitives to generate the organic shapes needed in our concept.
ZModeler will help create clean topology that can be reused in the low-poly stage, which will speed up our retopology and get us to the texturing quicker. We'll also make use of Substance 3D Painter for the initial greyscale creation of our texturing, before going to 3DCoat to add in the hand-painted element.
Substance 3D Painter will be our central software for all of the texturing work, where we can use masking and generators to always have control over elements, while 3DCoat will be used for its natural brush quality and flexibility in painting. Each step is intended to be non-destructive and provide flexibility that can be applied in personal or professional settings.
01 FIND YOUR REFERENCE
Before starting work on any model, we'll first find a concept to model and texture from. For this project, the original concept was designed by JohnnyD and found on ArtStation. With the concept, begin by opening ZBrush and loading one of the default male or female ZTools, which will only be used for scale reference before being deleted.
02 USE ZTOOLS
This story is from the {{IssueName}} edition of {{MagazineName}}.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber ? Sign In
This story is from the {{IssueName}} edition of {{MagazineName}}.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber? Sign In
Nvidia GeForce RTX 4080 Super Founders Edition
On the surface, the GeForce RTX 4080 Super is barely any different from the vanilla GeForce RTX 4080 that was launched in 2022.
MCU VFX moments
Pros choose their favourite CG shots from the Marvel Cinematic Universe
Nosing around on Fallout
We sniff out the story of how FutureWorks brought The Ghoul to life with the creation of his iconic noseless face
DISCOVER RED GIANT GEO'S HANDY TOOLS
Heather Sterland introduces one of the newest additions to Maxon's suite of Red Giant VFX plugins with an atmospheric lunar creation
BUILD AND ANIMATE A FUN-FILLED ROBOT
Expand your horizons with Julio Benavides, who reveals his workflow for creating a charming hard-surface character
DESIGN STRIKING SCULPTS AT SPEED
Learn how to build 3D characters that balance visual quality and efficient workflow with pro advice from Oh Holy Mary
CREATE A CANYON ENVIRONMENT
Build a stunning desert setting with an expert walkthrough from Romain Eboli, who uses high-quality Quixel assets
TURN A 2D CONCEPT INTO AN INCREDIBLE 3D-PRINTED FIGURE
Concept artist Emily Chapman shares her process for sculpting, printing and painting an outstanding model to put on display
Goodbye SAIGON
Trevor Hogg gets held captive by multiple versions of Robert Downey Jr.while uncovering the visual effects of HBO's spy series The Sympathizer
IMPRESSIONISTIC REALISM
Trevor Hogg learns how the artisan aesthetic came to be for The Wild Robot