Yeah so it has been a while. I am still very much alive and kicking but a lot of stuff has happened in real life so I was a bit occupied. However I am not going to bore you with that stuff. In my search for not so 3d I stumbled on this talk about workflow through lester banks. Very inspiring.
Blocking in the outfit
Hair Progress
I’ve been working on the hair some more. I did a detail pass in Zbrush and baked out the normal map. I see in this render it just needs a little more refinement and I think I need create a color base with polypaint to break up the solid nature of the hair now. But I am heading in the right direction.
It is funny how Overwatch, a game that I play, seems to creep in to the concept.
Hair second pass
Hair base mesh
So I’ve created the base for the hair on top of the zbrush build up. It proved to be a nice guide to get an idea how to build it up. It still looks like she is wearing bananas but I am sure if I add one more layer of detail it will look good.
Another thing that changed are the teeth. At first I wanted to keep the simple version but with the current texture I felt like she needed some proper teeth. I am really happy with how the eyes turned out.
Next up finishing up the hair and start with her outfit.
Hair Process
I decided to redo the hair and thus went to zbrush to block it in better. Here you can see a timelapse of the process. I am currently retopologising it in #cinema4d.