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Create a Stunning Fantasy Character Tutorial 01

Create a Stunning Fantasy Character Tutorial 01 Type: @3dmodeling @NSA.institute

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NSA !<br />

!<br />

!<br />

NEXT SCHOOL OF ARTS<br />

CREATE A STUNNING FANTASY CHARACTER<br />

TUTORIAL<br />

PABLO MUÑOZ GÓMEZ<br />

www.nsaonline.com


<strong>Create</strong> a stunning<br />

fantasy character<br />

Learn to illustrate a 3D character model, stylise hair and fur, use Smart<br />

Materials in Substance and create custom brushes for detailing skin<br />

03<br />

02<br />

T<br />

bhroughout<br />

the course of the<br />

next few pages, we are<br />

going to dissect the process<br />

of creating and setting up the 3D<br />

sculpture of our Jarl character in<br />

order to create a detailed illustration.<br />

We’ll begin with the creation of a 3D sketch<br />

that has been based on 2D concepts, as well as doing some<br />

paintovers to further explore the design options. The character is not going to<br />

have an extreme or dynamic pose and the overall facial expression will be rather neutral. But<br />

we still need to make the illustration interesting, so we’ll pay close attention to the eyes as our means to<br />

create a captivating image for the fi nal render. Although we are going to work with ZBrush for large parts of the<br />

tutorial, textures are going to be created with Substance Painter 2. We’ll also use KeyShot for rendering and Photoshop for<br />

compositing and refi nements. Additionally, we’ll also take a look at some tips which will help us to suggest context or a story<br />

behind the character, particularly when working with a closed composition where the main focus is the face of the subject.<br />

PABLO MUÑOZ<br />

GÓMEZ<br />

The Jarl of Winter,<br />

2<strong>01</strong>6<br />

Software<br />

ZBrush, Substance Painter,<br />

KeyShot, Photoshop<br />

Learn how to<br />

alphas and custom brushes<br />

using ZBrush<br />

rendering<br />

Concept<br />

had a bigger role to play, but<br />

on a more direct interaction<br />

emphasise the essence of the<br />

character through her eyes.<br />

Set up and 3D sketching Let’s assume that you have<br />

Sculpt the face and explore in 2D With the basic<br />

<strong>01</strong> 02<br />

collected all of your references and have a clear idea of<br />

shapes in place, we can do a BPR render and open it in<br />

how your image should look. For this character, we already had Photoshop. Using a hard brush with pressure, sketch out some<br />

concept art to help ignite the creative process. Starting from a shapes over the render. This process will help us determine (very<br />

generic female base mesh we can start appending various quickly) whether or not an idea is worth pursuing and will save us<br />

DynaMeshed spheres. To fl esh out the volumes for the jacket and some time when it comes to the sculpting stage. Once the design<br />

fur coat, we’ll use the Move tool while keeping the DynaMesh has been refi ned, we can begin to sculpt the face using the<br />

resolution very low. You can handle a great amount of details by Standard Brush with a low Z intensity, the Move brush and the<br />

having a SubTool for each key element. At this stage, the Dam_- hPolish brush.<br />

Standard brush is a great tool for defi ning cuts and intersections.<br />

03<br />

<strong>01</strong><br />

Increase resolution, details and alphas To sculpt skin<br />

details, let’s increase the resolution in the DynaMesh<br />

SubTools and the subdivision level in the base mesh. Ensure the<br />

details are added gradually – only increase resolution or<br />

subdivide when more geometry is needed to describe smaller<br />

details. Using a plane in a separate tool, carve a few pores and<br />

generate an alpha (GrabDoc) to project high-frequency details<br />

into our model. we can create multiple alphas for areas of the<br />

skin with deeper pores or subtle bumps. Some areas need more<br />

attention and are important for adding asymmetry. The Dam_-<br />

Standard brush is ideal for carving in wrinkles around the eye and<br />

use the Infl ate brush for the lips.


NEXT SCHOOL OF ARTS<br />

NSA TUTORIAL <strong>01</strong> / MODELLING<br />

04<br />

<strong>Create</strong> a brush for eyelashes We want to exagger<br />

at the eyelashes for this character to accentuate<br />

the eyes a bit more. We need two things to build the eyelashes:<br />

the structural planes and the eyelashes brush. The<br />

structural planes are single-sided pieces of geometry (an<br />

extruded edge or a tweaked plane) that follows the contour of<br />

the eye and serves as a guide to lay down and edit the individual<br />

eyelashes. The eyelashes brush is a modifi ed version of<br />

the Insert CurveTubes brush. From the Stroke palette under<br />

the Curve subpalette, turn on Snap as well as Lock Start. Also<br />

switch on Size under Curve modifiers.<br />

06<br />

Replace placeholders and clean up Take each<br />

DynaMesh placeholder and refi ne the shapes. Make<br />

use of the ZRemesher feature to retopologise the shapes and<br />

optimise the polygon count. You can also utilise the ZRemesher<br />

guides to help you control the fl ow of the topology. In this case,<br />

and for most SubTools, we only need to keep the part of the mesh<br />

that will be visible in our illustration. So after getting a new<br />

topology, you can use the ZModeler to select and delete any<br />

polygons that you won’t be needing. With elements like the<br />

jacket, create a single polygroup for the resulting open mesh and<br />

use the ZModeler to extrude the polygroup outwards to create<br />

some thickness.<br />

05<br />

Work on eyebrows We can use the eyelashes brush for the<br />

eyebrows as well, following the same idea of creating a structural<br />

plane (a simple extract from the forehead). Since we enabled Snap and<br />

Lock Start, when we draw a tube with a small size brush, ZBrush will prevent<br />

us from moving the origin point and the tubes will snap to the plane we<br />

created. This is a really fast way to create this sort of detail. Since the shape<br />

and fl ow of the hairs is determined primarily by the structural planes, we<br />

don’t have to spend time grooming and moving things around after.<br />

07<br />

NSA !<br />

Unwrap UV Now that we have new and clean topology, we are going to create UVs before<br />

subdividing and adding details. We’ll make use of the polygroups in our meshes to unwrap<br />

the polygons in separate islands. Open the UV Master and turn on the Polygroups switch – you can<br />

use ZModeler to assign new polygroups to segment the mesh in more parts. For the head, we already<br />

have details and subdivision levels. So we can use the Work on Clone option to unwrap the model and<br />

then copy and paste the new UVs into our detailed head mesh.<br />

08<br />

Detail parts and clean up Use the Texture Palette to select an image and check the UV<br />

mapping for all your SubTools. If you are happy with the result you can start subdividing and<br />

detailing each part. Keep in mind that some areas will be covered by fur or hair so not all the details will be<br />

visible. For things like the jacket, we can sculpt the most prominent details like cuts or scratches, and add<br />

smaller details to the mesh using surface noise. We can also use Insert brushes to add parts like the buckles.<br />

At this point it is also a good idea to save as a separate fi le, clean up the tool and remove any remaining<br />

placeholders.<br />

!<br />

!<br />

“<br />

Use the Flatten option in the UV Master & the transpose<br />

line to rearrange the parts and give more<br />

space to the front part of the eye<br />

”<br />

04<br />

05<br />

07<br />

06<br />

Gravity and<br />

useful hotkeys<br />

A simple trick to sculpt<br />

wrinkles and crevices<br />

is to add a bit of gravity<br />

to the stroke of the<br />

Dam_ Standard brush.<br />

You can also use the<br />

Infl ate brush with low<br />

intensity to tighten up<br />

the wrinkles area. The<br />

Replay Last Stroke<br />

hotkey is also a great<br />

help when detailing. If<br />

you make a brush<br />

stroke that you like, but<br />

perhaps you think that<br />

it lacks a bit of depth,<br />

then you can just press<br />

the number 1 key on<br />

your keyboard to<br />

repeat the same stroke<br />

over the same place.


NSA TUTORIAL <strong>01</strong> / MODELLING<br />

08<br />

09<br />

“ Move and Move Topology are handy<br />

for readjusting the model after posing<br />

”<br />

12<br />

09<br />

<strong>Create</strong> the eyes The eyes are a<br />

central part of this illustration so<br />

we are going to work on creating a<br />

separate ‘eye tool’ and then we will import<br />

it for our character. <strong>Create</strong> a 3D sphere<br />

now and click on Make PolyMesh 3D from<br />

the Tool palette. Assign two polygroups<br />

for the front and back, and then generate<br />

some UVs. Use the Flatten option in the<br />

UV Master plugin, and the transpose line<br />

to rearrange parts and give more space to<br />

the front part of the eye. Then subdivide<br />

the eye a few times, enable radial symmetry<br />

to sculpt the iris and keep changing the<br />

RadialCount value to add some randomness<br />

in the details.<br />

10<br />

Work with the hair brush To<br />

optimise our model for KeyShot<br />

rendering, we’ll take a diff erent approach<br />

to build the hair and fur. <strong>Create</strong> a new tool<br />

using a polymesh plane with UVs and<br />

create an Insert brush. With the new brush<br />

selected, you should now enable Curve<br />

Mode under the Stroke palette, as well as<br />

for Size under curve modifi ers. Select the<br />

head of our model, duplicate it, go to the<br />

lowest subdivision level and delete the<br />

higher one. Now we have another placeholder<br />

and we can start drawing curves<br />

with the Plane Brush we created. Also, use<br />

Lock Start from the curve palette to avoid<br />

moving the origin point.<br />

C<br />

12<br />

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1


NSA !<br />

!<br />

!<br />

NEXT SCHOOL OF ARTS<br />

10<br />

Optimise UV<br />

space<br />

To create a more<br />

optimised UV map for<br />

the head, you can<br />

control the unwrapping<br />

process with Polypaint<br />

by switching to Enable<br />

Control Painting. This<br />

will help ZBrush to<br />

determine where it<br />

should create the cuts.<br />

In this case, the hair<br />

will cover the head of<br />

the character, so we<br />

want to have more UV<br />

space (more texture<br />

space) for the face.<br />

You can paint with a<br />

green colour using the<br />

Density option in the<br />

UV Master plugin to<br />

better redistribute the<br />

polygons.<br />

11<br />

Texture hair We already have<br />

UVs for the head. We also<br />

created the hair brush after creating<br />

the UVs for the plane, so simply add a<br />

tileable hair texture with alpha to our<br />

hair straps and they’ll start to look<br />

REATE A STUNNING more like FANTASY real hair. CHARACTER<br />

The benefi ts are<br />

that we have more control over shape<br />

and considerably fewer polygons to<br />

render. The downside is that it won’t<br />

look messy and random, which is<br />

something that makes it look more<br />

Groom and style hair When creating the hair straps,<br />

natural. To fi x this, we’ll add more<br />

you can select the tip of the curve and move it in a<br />

hair straps with a smaller brush to<br />

cular motion to twist the curve and add a bit more life to the<br />

ir. Use the Move tool<br />

cover<br />

to ‘groom’<br />

up<br />

the<br />

areas<br />

pieces<br />

were<br />

of hair and<br />

the<br />

you’ll<br />

polygons are<br />

able create the hairstyle evident. that you This want. For will additional also create hair the eff<br />

tails like the braids, create ect of another a greater Insert Curve volume brush of to hair<br />

ild the base. A very cool and easy way to test this type of<br />

sh with repetitive patterns is by utilising ArrayMesh to see<br />

ect of the pattern.<br />

Pose the model By now we should have all of our<br />

3 SubTools with subdivision levels and details. Before<br />

11


NSA TUTORIAL <strong>01</strong> / MODELLING<br />

12<br />

13<br />

14<br />

12<br />

Groom and style hair When creating the hair<br />

straps, you can select the tip of the curve and<br />

move it in a circular motion to twist the curve and add<br />

a bit more life to the hair. Use the Move tool to ‘groom’<br />

the pieces of hair and you’ll be able create the hairstyle<br />

that you want. For additional hair details like the<br />

braids, create another Insert Curve brush to build the<br />

base. A very cool and easy way to test this type of<br />

brush with repetitive patterns is by utilising Array-<br />

Mesh to see the eff ect of the pattern.<br />

13<br />

Pose the model By now we should have all of our SubTools with<br />

subdivision levels and details. Before adding additional<br />

FiberMesh we need to create the fi nal pose for the model using<br />

Transpose Master from the Zplugin palette. Since we have a good<br />

range of polygroups in all parts of our model, we can quickly create<br />

selections and mask the model. Generally speaking, it is easier to<br />

use the transpose line to move or rotate parts of the model. You<br />

might fi nd that the Move and Move Topology brushes are incredibly<br />

12<br />

handy for readjusting sections of the model after it has been posed.<br />

14<br />

13<br />

14<br />

14<br />

CREATE A STUNNING FANTASY CHARACTER<br />

Groom and style hair When creating the hair straps,<br />

you can select the tip of the curve and move it in a<br />

circular motion to twist the curve and add a bit more life to the<br />

hair. Use the Move tool to ‘groom’ the pieces of hair and you’ll<br />

be able create the hairstyle that you want. For additional hair<br />

details like the braids, create another Insert Curve brush to<br />

place.<br />

build the base. A very cool and easy way to test this type of<br />

brush with repetitive patterns is by utilising ArrayMesh to see<br />

ect of the pattern.<br />

Pose the model By now we should have all of our<br />

13 SubTools with subdivision levels and details. Before<br />

adding additional FiberMesh we need to create the final pose<br />

for the model using Transpose Master from the Zplugin palette.<br />

Since we have a good range of polygroups in all parts of our<br />

model, we can quickly create selections and mask the model.<br />

Generally speaking, it is easier to use the transpose line to<br />

move or rotate parts of the model. You might find that the<br />

Move and Move Topology brushes are incredibly handy for<br />

readjusting sections of the model after it has been posed.<br />

Retouch the hair Once the model has been posed, it<br />

14 is a good idea to preview the composition and test all of<br />

the various camera angles in KeyShot. Now add in FiberMesh<br />

to some key areas of the hair to create better transitions for a<br />

ect. Take the duplicate of the head<br />

that we used earlier to insert the hair straps, and segment it in<br />

various polygroups. Now click Preview in the FiberMesh<br />

subpalette and tweak the settings to your liking, but make sure<br />

that you leave Gravity set to 0 and at a relatively low number of<br />

fibres. <strong>Create</strong> the fibres and use the Groom brushes, with<br />

Masking By Polygroups set to 100, to shape and comb the<br />

fibres into place.<br />

13<br />

Retouch the hair Once the model has been posed, it is a<br />

good idea to preview the composition and test all<br />

of the various camera angles in KeyShot. Now add in<br />

FiberMesh to some key areas of the hair to create better<br />

transitions for a more realistic-looking hair eff ect. Take<br />

the duplicate of the head that we used earlier to insert the<br />

hair straps, and segment it in various polygroups. Now<br />

click Preview in the FiberMesh subpalette and tweak the<br />

settings to your liking, but make sure that you leave Gravity<br />

set to 0 and at a relatively low number of fi bres. <strong>Create</strong><br />

the fi bres and use the Groom brushes, with Masking By<br />

Polygroups set to 100, to shape and comb the fibres into<br />

12<br />

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14<br />

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23<br />

16


Retouch the hair Once the model has been posed, it<br />

is a good idea to preview the composition and test all of<br />

various camera angles<br />

<strong>Create</strong><br />

in KeyShot.<br />

the fur<br />

Now<br />

Let’s<br />

add in<br />

move<br />

FiberMesh<br />

on to the fur<br />

Fine-tune the fur We can also assign a unique<br />

some key areas of coat. the hair to Select create better the transitions relevant for a<br />

15 16<br />

SubTool and<br />

polygroup to each fi bre to use the Move tools<br />

ect. Take the duplicate of the head<br />

mask the area where you want to grow fibres with the Mask By Polygroup option. To do that, open<br />

t we used earlier to insert the hair straps, and segment it in<br />

from. We are going to keep the polygon count the polygroup subpalette and click on Group By<br />

rious polygroups. Now click Preview in the FiberMesh<br />

bpalette<br />

very<br />

and tweak<br />

low<br />

the<br />

and<br />

settings<br />

mimic<br />

to your<br />

the<br />

liking,<br />

process<br />

but make sure<br />

we used for Nomals. Since our fur fi bres have very few polygons,<br />

t you the leave hair, Gravity so set to aim 0 and for at a a relatively single-side low number thick of piece of once in KeyShot they might not look as smooth as<br />

res. <strong>Create</strong> hair. the We’ll fibres and use the a Groom hair brushes, texture with with an alpha they may look in a ZBrush BPR. We need to click on<br />

asking again By Polygroups to create set to 100, the to shape appearance and comb the of a very dense Convert BPR to GEO for a better result in KeyShot. If<br />

res into fur place. coat. Make sure that you assign the texture you want an additional level of detail, you can also<br />

to the fi bres before making them into new create a FiberMesh pass by making use of the same<br />

SubTools so that they are created with UVs. texture or colour that was used in the fi bres.<br />

Send the resulting fibres to KeShot and test a<br />

few textures to see what looks best.<br />

NSA !<br />

!<br />

!<br />

NEXT SCHOOL OF ARTS<br />

EATE A STUNNING FANTASY CHARACTER<br />

Groom and style hair When creating the hair straps,<br />

you can select the tip of the curve and move it in a<br />

ular motion to twist the curve and add a bit more life to the<br />

r. Use the Move tool to ‘groom’ the pieces of hair and you’ll<br />

15<br />

able create the hairstyle that you want. For additional hair<br />

ails like the braids, create another Insert Curve brush to<br />

ld the base. A very cool and easy way to test this type of<br />

sh with repetitive patterns is by utilising ArrayMesh to see<br />

ect of the pattern.<br />

Pose the model By now we should have all of our<br />

SubTools with subdivision levels and details. Before<br />

ing additional FiberMesh we need to create the final pose<br />

the model using Transpose Master from the Zplugin palette.<br />

ce we have a good range of polygroups in all parts of our<br />

del, we can quickly create selections and mask the model.<br />

nerally speaking, it is easier to use the transpose line to<br />

ve or rotate parts of the model. You might find that the<br />

ve and Move Topology brushes are incredibly handy for<br />

djusting sections of the model after it has been posed.<br />

Retouch the hair Once the model has been posed, it<br />

is a good idea to preview the composition and test all of<br />

various camera angles in KeyShot. Now add in FiberMesh<br />

ome key areas of the hair to create better transitions for a<br />

ect. Take the duplicate of the head<br />

t we used earlier 17 to insert the hair straps, and segment it in<br />

ious polygroups. Now click Preview in the FiberMesh<br />

palette and tweak the settings to your liking, but make sure<br />

t you leave Gravity set to 0 and at a relatively low number of<br />

es. <strong>Create</strong> the fibres and use the Groom brushes, with<br />

sking By Polygroups set to 100, to shape and comb the<br />

es into place.<br />

23<br />

17<br />

Texture in Substance Painter To texture this<br />

character we’ll use Substance Painter 2. We need to<br />

export all SubTools (except the hair and fur) in their lowest<br />

subdivision level as well as the highest subdivision level. In<br />

Substance Painter, we just need to import the low-poly models<br />

and use the high-poly model to bake some maps to help us<br />

with the texturing process. The workfl ow is the same for all<br />

meshes. Start with a coloured layer as the base and then create<br />

new layers to progressively add more colour variations and<br />

details to the texture map.


NSA TUTORIAL <strong>01</strong> / MODELLING<br />

18<br />

Set up KeyShot Materials The great advantage of texturing in<br />

Substance Painter 2 is the ability of paintingand exporting all<br />

separate channels/maps. Using KeyShot 6 Pro and the Material Graph we<br />

can set up our materials using the maps we created in Substance Painter. In<br />

ZBrush select the SubTool you want to set up a material for, and enable Solo<br />

mode. With only one SubTool visible, use the ZBrush-toKeyShot bridge to<br />

send only that SubTool to KeyShot. Assign a material and open the Material<br />

Graph. Import the various maps corresponding to the selected SubTool and<br />

connect them. You can concentrate on one material at a time and once you<br />

are happy with it save it to your library (including the maps you used), so<br />

when you send the whole model to KeyShot you can easily assign materials<br />

to the various parts.<br />

19<br />

Render in KeyShot Send the full high subdivision level model to<br />

KeyShot, choose your camera angle and tweak the lighting of the<br />

scene. Under the Scene tab in KeyShot, you can see all of the models that are<br />

(SubTools) available. Select any model and in the properties tab, you can<br />

assign it to a separate layer. When you get to compositing you can have that<br />

object on its own layer so you can tweak it individually. In the render window,<br />

change the format to PSD 32BIT and tick the Include Alpha box. Also tick the<br />

boxes to render the depth and clown passes, which are very useful when<br />

compositing. Now hit render!<br />

19<br />

20<br />

Composite and final tweaks After the render is completed we<br />

can move on to the final stage of the process, so open Photoshop<br />

and bring in the PSD file. Because we rendered it at 32-bit, we have a tone of<br />

colour depth information to play with. Open the Camera Raw Filter and<br />

adjust exposure, contrast and colours. We can then create the background<br />

for the illustration. Also, add new layers and we can use a variety of brushes<br />

to do some paintovers and refine some details in the image. To finalise our<br />

illustration, let’s add the snow particles and a few gradients with the blending<br />

mode set to Soft Light and Screen to create the atmospheric haze.<br />

20<br />

18


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NEXT SCHOOL OF ARTS<br />

23<br />

CREATE A STUNNING FANTASY CHARACTER<br />

FINAL RENDER


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THANK YOU<br />

FOR READ...<br />

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Email<br />

Web<br />

Contact Us<br />

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