3D Pipeline

Breakdown of the pipeline of my first game ready character.

Game ready character

Game ready mid-poly rigged character, 14 600 tris.

Character in Substance painter's environment test


Textures

I used Blenderkit's texture brushes and Substance Painter texturing.

Uv's

UV unwrap was done quite easily because I included the places of seams from the start on character creation.

After baking high poly to mid poly

The mid poly model from behind

The Process

The design begun by drawing few different silhouettes. After picking the favourite it was time to do the grayscale design and colour blockout. I wanted to do a character that was somehow asymmetrical by shape and colour, like a court jester,  but took it bit back during the process. 

I left the mace arm more muscular than the other, also the armour around shoulder. To balance that the ears are sized other way around. Rest of the asymmetry is done by colour.

Feedback loop

Teacher adviced me to strip details since this was my first ever 3D character and it would make retopo easier. So the character doesn't look so ragged as in silhouette.

I added bit more bulk to torso, making also the character bit more genderless, because the hip-waist ratio indicated a female character or at least a dress. Another of our teachers pointed out of the sculpt that the feet looked unnaturally lean. The exaggerated contrast was a choice at first, but I wanted to take feedback seriously like it was given by an art director so I scupted the legs also bit more bulkier.

Textures

I used Blenderkit free texturing brushes for example for clothing stiches and quilted fabric. The hair in the final character is actually a grass from 3D Substance painter's brushes. It was more dense than fluffy hair, and I wanted the surface look rough and battleworn.

The "villain colours" purple, green were chosen because I wanted the character to have this kind of malicious court jester feeling. Green and black or red and black were also options. I softened the dark purple with lighter lilac so the character became more readable.

I loved making all the details even I knew it would make the texturing, retopo and baking harder.

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What I learnt?

I learnt to repeat relentlessly until the outcome is desired. 

I built the 3D base twice before details. I did the retopo thrice, listening teachers advice and wanting to try to make especially the joint movement better. Satisfying bake from high to low-poly took many attempts with Blender adjustments. 

Unwrapping UV's was quite painless because I considered the seams from the start. Only the ears gave me bit of a headache first. Texturing in Substance painter took its time but all the time and effort was worth it.

First time rigging anything was a ride but it was so satisfying to see the character dancing Thriller in  Mixamo art without knees or elbows acting funny.