WORKFLOW

CAVE TROLL

Cave troll is an original character based on his own concept art, the intention of this character was to explore techniques, forms and also carry out the practice of realism for cinematics. With this character I wanted to be able to tell a story with its physical appearance and its elements, for which each piece of its design was planned with a function for its visual narrative. 

Sculpt & Modeling

This character was created from scratch from spheres to complete a basic anatomical shape, which little by little was changing in order to find a functional silhouette.

The process covered 3 stages, the first one being the exploration of forms together using dynamesh. The second task was to work body and head separately with zremesh until covering a base level of detail and part 3 which was to import the model with a correct topology, create 2 levels of detail and also elaborate the props and extra details.

When it was ready I use HD Geometry to add final details ,mostly in the head. For some details like chains and ropes I create some brushes with UV so it helps to optimize time for texturing.

Topology & UVS

The topology was created in 3D Coat for its body, horns and skulls. For the props and its extra parts, the topology was created in zbrush by combining the Zremesh to have a base and with the zmodeler to clean and adjust.

This process helped streamline workflow and be able to move and adjust parts faster. For the UVs, the aspect of the texel density was very important so that everything had the same quality of detail and size between the texture. The UDIMS were of utmost importance to give greater detail and realism to the body and skulls.

Texturing

The textures were done in 2 softwares, Substance Painter was used for most of the props and elements, inside of substcance I use Access color to optimize the quality. For the skin and horns, Mari was used .We used realistic textures of Texturing XYZ ,those ones were projected to give a more realistic finish.

Surfacing & Render

The shading was done on Maya and the render software was Arnold . I used basic textures like difuse ,rough ,normal and displacement. All this textures were conect to an Airange to have more control . 

For lighting it have a 3 point light set with an aditional HDRI .

Renders

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