This allowed for quick iteration and a cleanly modelled result. I would create a rough proxy sculpt in Zbrush, decimate it, then model over it in 3ds Max. ![]() I sculpted him using ZBrush and 3ds Max, switching back and forth between both programs. I created several iterations of the concept in Zbrush, with some sketches and overpainting to support it. Having materials that matched this idea was key to achieving my goals. The art direction of the project was to create a realistic character from a miserable, dirty world, such as Dark Souls or Game of Thrones, presented in the pompous style of a royal portrait. ![]() In this breakdown article, I’ll be going over some of the materials I created for my recent piece, “Lordling”, and the overall presentation in Toolbag 3. Hello, my name is Paul Widelski and I’m a Senior Character Artist at Splash Damage.
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