Here’s my first full hi poly to low poly character sculpt! It took me awhile because I had to figure out what pipeline worked best for me. It’s still rough around the edges in a lot of ways, I made a number of mistakes that only discovered much later in the project, but I learned a lot and I think I’m starting to really get the hang of things.
Box modeling then roughing out the sculpt with dynatopo in Blender. Extra surface details, UV unwrapping, and remeshing in zBrush. Roughness and metal maps in Substance painter, and then Photoshop for texturing.
It’s a PBR workflow. I wanted to do something that kind of combined the handpainted look and the PBR workflow. I feel like there’s still some stuff I need to figure out on that stuff, but it’s some powerful stuff.
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