Portfolio image of ogre sculpt

Client

Personal

Year

2022

Media

Zbrush, Substance Painter, Blender 3D

Audience

N/A

About

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.

Final animation

Final renders

Ogre Final render Pose 1 - Smiling
Ogre Final render Pose 2 - Confused
Ogre Final render Pose 3 - Grimace
Ogre Final render Pose 4 - Sleep


Process

Sculpt

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.

Sculpting in Nomad Sculpt and Zbrush

Screenshot of block out from Nomad Sculpt
Screenshot of block out in Zbrush Screenshot of detailed sculpt in Zbrush Screenshot of detailed sculpt with eyes and mouth in Zbrush

Pore-level details

Details at right eye
Details at mouth
Details at nose
Details at gums and teeth


Texturing

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.

Substance Painter and UV maps

Screenshot of substance painter
Albido map Normal map Roughness map Subsurface scattering map


Blend shapes and Hair

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!

Sample Blend shape and Hair system

Hair system on Ogre