Katara - First try at a more complete pipeline
Sculpt in ZBrush.
Retopo/UVs/Hair in Blender.
Maps Baked and Textured in Substance (head normals out of Zbrush)
Rendered in Eevee.
Touch-up in Photoshop.
113.7K Polys total
Katara Sculpt in ZBrush.
Retopo/UVs/Hair in Blender.
Maps Baked and Textured in Substance (head normals out of Zbrush)
Rendered in Eevee.
Touch-up in Photoshop.
113.7K Polys total
See below for a brief timeline. Any recommendations would be awesome!
Zbrush Sculpt. Learned more about using extraction, something I wish I had implemented more on the Zuko sculpt.
First time doing a full retopo and UV set. The polybuild tool in Blender was surprisingly powerful and using the other edit functions made it a fun process. My maps were all individual, but I definitely want to work with UDIMs on my next project
First time using the Substance Suite. I made one custom material in Designer, the turquoise stone for the gem slots and necklace. This whole process was a lot more to take in than I was expecting, but I definitely learn a ton on PBR workflow and maps
Made the hair in Blender HairTools. Still have to learn how the backend works as far as UVs and Materials and getting them to external applications. This prevented me from getting it all in Unreal, but it's a lot to take into my next project.
Render out of Blender Eevee.
For the water I just extruded a mesh out of a curve and did some sculpt smoothing within Blender. Water tribe symbol was a quick trace over a plane image and extruded.