Personal
2022
Zbrush, Substance Painter, Blender 3D
N/A
This was a personal project to explore hyper-realistic sculpts with pore-level detail. Inspired by Ogre's/Orcs from Santa Monica Studio's God of War or Blizzard's World of Warcraft, I wanted to try my hand at creating a realistic ogre that also showed a wide range of expressions and could be animated in the future.
The sculpt began in Nomad Sculpt for iPad to block out the main shapes and folds on the ogre. This was extremely convenient since I could easily sculpt during commute, however I transferred the model over to Zbrush afterwards once I was happy with the main block out in order to sculpt in the finer details. Pore-level details were created using a combination of ZWrap, alpha brushes, and manual sculpting.
After the sculpting was completed, each object was UV unwrapped and exported together as a .fbx file to Substance painter where they would be textured. The normal map was exported from Zbrush into Substance painter but other maps such as curvature, ambient occlusion, and thickness maps were generated directly within Substance painter. Most of the textures were created with manual painting, however procedurally driven textures were also used to introduce randomness and variety to the skin texture. The main maps that were used to create the final render were albido, normal, roughness, and subsurface scattering maps.
Finally, the models were imported into Blender 3D. During the sculpting phase, several layers were created to create blend shapes that could show different expressions (right eye blink, left eye blink, eyebrow raise, smile). These were imported into blender and converted into blend shapes that could drive the expression of the ogre. A hair system was also added to give the ogre peach fuzz, eyebrows, and a beard. Finally, after putting all the textures together and setting up a simple 3-point lighting system, the ogre was complete!