Create a Stunning Fantasy Character Tutorial 01
Create a Stunning Fantasy Character Tutorial 01 Type: @3dmodeling @NSA.institute
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 />
cir<br />
ha<br />
be<br />
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bru<br />
1
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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 />
13<br />
12<br />
14<br />
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to<br />
tha<br />
va<br />
su<br />
tha<br />
fib<br />
M<br />
fib<br />
CR<br />
12<br />
circ<br />
hai<br />
be<br />
det<br />
bui<br />
bru<br />
13<br />
add<br />
for<br />
Sin<br />
mo<br />
Ge<br />
mo<br />
Mo<br />
rea<br />
14<br />
the<br />
to s<br />
tha<br />
var<br />
sub<br />
tha<br />
fibr<br />
Ma<br />
fibr<br />
14<br />
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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