Gabe is amazing and im happy to have him basicaly be the face of gaming. If you have something against him reply to this, i would love to discus
Awesome! So proud of you!!! <3
Positive site, where did u come up with the information on this posting?I have read a few of the articles on your website now, and I really like your style. Thanks a million and please keep up the effective work. rv altitude
Viktor Berendeev prepared a short breakdown of his character Space Girl made with Blender & Substance Painter.
I really liked the idea of Jun Wang’s sketch, so I deсided make it in 3D. Actually, I wanted to make only a gun at first, but it went further.
The body was sculpted in ZBrush: I usually start with a dynameshed sphere and build a head.
Then, I sculpt the body and polish the details.
For the body material, I plugged the textures I got from Substance Painter.
The head material is based on this tutorial.
Armor and all the hard-surface elements were modeled in Blender: I used a polygonal modeling technique combined with the Boolean workflow. I used Hard Ops and DecalMachine which are is amazing Blender add-ons. I really recommend them for every Blender user.
For armor material, I chose the simplest way – principled BSDF shader.
Approach to Geometry
The technique I love to use is defining the shape with low res geometry: I mark the edges that need to be sharp, drop the bevel modifier for these edges (it is super easy with the HardOps add-on), then drop the subsurface modifier. As a result, I get smooth geometry with beveled edges which I can easily manipulate.
I grow the hair with Blender’s ParticleSystem, then render it with a material for the normal map.
After that, I render it in the same frame for color variation.
For the hair card, I used the material below:
For posing the model I made a simple rig in Blender.
The Pose library allowed me to experiment with different poses, save and combine them together.
Viktor Berendeev, 3D Artist
Interview conducted by Kirill Tokarev
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