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Create a character model for games utilizing ZBrush and Substance 3D Painter software tools

Creating a mesmerizing character in a spellbinding setting as described by Ivan Mironenko.

Create a character model suitable for video games by utilizing ZBrush and Substance 3D Painter...
Create a character model suitable for video games by utilizing ZBrush and Substance 3D Painter software.

Create a character model for games utilizing ZBrush and Substance 3D Painter software tools

Creating a Game-Ready Witch Character in ZBrush: A Step-by-Step Guide

In this article, we'll walk you through the process of creating a captivating, game-ready witch character in ZBrush. This tutorial focuses on sculpting, texturing, and rendering a character with a mysterious aura, perfect for storytelling.

Blockout and Initial Sculpting

Start by creating a blockout using ZBrush's Move brush, ClayBuildup, Dam Standard, Flatten, and Smoothing tools. This will serve as the foundation for your character.

Next, establish a pose using masks and the Gizmo tool. Pay particular attention to the fingers, shoulders, pelvic alignment, eye direction, and head tilt adjustments to ensure a natural and engaging pose.

Lighting and Shading

Use a standard setup with three light sources: a main source, one auxiliary light on the side, and a contour backlight behind the model. Experiment with the direction and power of each light source to achieve the desired effect. If HDR lighting looks better, feel free to install it.

Emphasize the silhouette with an outline and refine the forms using the Morph brush, Dynamic function, Dam Standard brush, and avoiding triangulation in the retopology process.

Texturing

For texturing, use curvature generators and ambient occlusion. Divide the model into folders using the Vertex Color option in Substance 3D Painter. Arrange each material in order, considering the differences from Substance 3D Painter.

Create UVs in a later step, but not detailed in this paragraph. Limit the use of atmospheric particles to avoid drawing the audience's attention from the character.

Retopology

For a game-ready model, the retopology must be done manually. The main rule for retopology is that polygons should be square rather than rectangular, with attention paid to the curves, arms, legs, and face. DynaMesh and ZRemesher are used for creating topology, with a recommendation to set ZRemesher to a small value.

Rendering and Post-Processing

Render images from different angles and build a video using ZBrush. Use Marmoset Toolbag to render the image, adjusting the scale if necessary. Add effects such as a vignette, blurring, and sharpening during post-processing.

Ensure the scale of the high and low quality matches in Marmoset Toolbag. Change the background in Photoshop if necessary. Apply composition principles such as the rule of thirds, leading lines, and depth of field to enhance the visual impact and storytelling of the render.

Final Touches

Adjust the material to match the colour scheme of the concept. Export colour maps of normals, occlusion, curvature, thickness, and vertices.

Before starting the modeling process, create a PureRef file to collect images that inspire the project. Refine the pose with the Move brush if needed.

This tutorial demonstrates a process for creating a game-ready character model in ZBrush. We hope you found it helpful in your creative journey!

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