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Introduction
I have been learning 3D while working on motion graphics projects in the past few years but I’ve been dabbling on 3D characters a little this past year. When I saw that RenderHub was hosting a Character Design Contest I jumped on the opportunity to create a stylized character.
I made a few sketches but finally settled on this cyberpunk girl design who I decided to call Quora Jin.
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The character takes it’s inspiration from the cyberpunk Aesthetic, I wanted to create a futuristic look, but I wanted to stay away from making her look like she was extracted from the Cyberpunk 2077 game so I stayed away from embedded lights or super rough looking characters.
The body
I started the Character in Zbrush where I created the body.
I used simple shapes to create the blocking, in which I only focus on the big areas and shapes of the body. When I had a shape I was happy with I merged the shapes and worked a more detailed body.
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I start the retopology process right here, since having a good topology helps better control the shapes of the sculpture. I used a Genesis 8 from Daz3D as a base mesh and used Maya’s retopology tools to give it the shape of my sculpture.
Re-imported the retopologized shape and finished the sculpting process using subdivisions to create the details. I mostly used the move, clay buildup, standard and dam standard brushes.
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The Clothes
Once the body was sculpted I imported it as an avatar in Marvelous Designer and started making the clothes. I changed the design a little as I was working on them to better suit my idea of the final character. It’s important to start with a high particle distance to simulate faster but finish the design in a smaller particle distance for the final result to be more detailed.
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The boots and stockings I hand sculpted in Zbrush since I found them easier to do there.
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The Hair Strands
For the hair I moved into blender. I used a technique I learned from YanSculpts‘ youtube tutorials where you use two different curves to create hair strands, one for the shape, length and twist of the strand and a secondary one to create the actual form of it.
Here’s a the video in case you want to learn how to use this technique.
Textures
I used Substance Painter to create all the textures for the Character. I used a complex SciFi looking hexagon pattern for the big areas of the dress and boots, and simple leather and shiny plastics for the rest.
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The body used some curvature maps to add color and shadows and I used fill layers with masks to create the make up.
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Rendering
I used Iray inside of Daz for the renders with some simple HDRIs and a couple of Object Lights.
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Afterword
Creating this character was a great learning experience. I had lots of fun making this a reality.
Please check the final project on my portfolio.
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