The Green Demon - Texturing and Rendering
After completing retopology and cutting the UV pieces, I reimported the model back inside ZBrush to generate the higher resolution bake for the model and then I started baking and texturing inside Substance Painter. I already had the mesh separated so it was easier to texture as I had each element as a separate shader. I had the body, the tubes, the eyes and the teeth in 4 separate shaders. Teeth and tubes having no secondary colors or variations, I could instantly fill them with their respective colors from the concept art.
Then I started doing the eyes which had outer base color and some patterns and color variations for the iris. I used circular paint brushes and with a few patterns and subtle strokes, I was quickly able to block out the iris shape with different stacking paint layers.
Then I did the body part. After filling the base color, I used stacking layers and a circle brush for the round spots on the outside of the body, then I painted the inside of the mouth as illustrated in the concept art. Then I brought back the textures into Maya and started setting up turn table a scene with Arnold for rendering. This is the front view of a sample render using Arnold inside Maya.
The color and aesthetic do look a bit different than the concept, but that is due to the lack of the fog and environment setup in the concept are. Also, this is the raw version of the render. I believe after adding the fog and doing some post process color correction, it will look just like the concept art that I started with. It was a bit challenging process but I enjoyed making something different in a shorter window. This project has helped me a lot to improve my problem solving skillsand it has also helped me to broaden my boundaries of imagination when it comes to planning a solution for a particular problem.

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