Ysobel
Ysobel is a scrappy and fierce girl who must survive in the harsh desert world of Suleon.
Ysobel is my second character sculpt which I completed at the start of my 3rd semester at Emily Carr 3D. This project builds upon every aspect I learned from my previous works. This character was created in the context of my WIP film.
Process:
For Ysobel I used zbrush to create a base sculpt which I brought into Marvelous for cloth simulation.
Using the same technique of Zeremeshing, weld points, and dynamic subdiv I brought the base cloth into Zbrush. I then proceeded to sculpt cloth folds, stitching and texture. I created belts and accessories by masking and using the extract function.
A big challenge I faced with this character was the implications of how complex and dense the cloth was. I decided against traditional retopology for certain pieces of complex cloth and instead imported Marvelous designer UVs into maya and transferred attributes from the 2D arrangement to the 3D position using vertex positions and UV sets.
I did this for the large robe and pants, In the cases where I needed deformation I used a multi cut tool to create the necessary edgeloops.
Ysobel: 89 216 tris Hair: 26 352 tris
I imported both highpoly and lowpoly into substance painter making sure positions were aligned and name space was correctly organized which allowed me to bake the necessary maps. I encountered problems with AO maps as the cloth was so close together. I textured in substance using PBR materials, fill layers, generators, and standard substance workflow. The skin and face are hand painted.
For hair I decided to avoid Xgen this time and learn the process of creating hair cards for games. I used Fibershop to create the maps for the hair cards which I then plugged into Arnold. I plan to explore Marmoset for hair card rendering in the future. I used GS curve tools plugin to organize the process of placing the hair cards.
Finally I rigged Ysobel manually as it needed custom joints for hair and cloth. I weight painted to make sure the deformations were correct. And then I rendered.
Ysobel took the basic pipeline I learned during my second semester and pushed me to improve every aspect.
I rendered out a walk cycle with advanced skeleton rig