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See How to Create a Giant Inspired by God of War & Lord of the Rings

Jorge Pepelife has walked us through the Giant project, sharing the inspiration behind it, and detailed how the creation of the character's body, hair, clothes, and armor was approached.

Introduction

I'm Jorge Lopes, recognized on social media as Jorge Pepelife. I hail from Brazil, specifically Rio de Janeiro. I began my journey in art by studying at the University of Fine Arts. This academic background proved invaluable as I transitioned into the field of 3D art. My career kicked off with roles in advertising, followed by a move into the exciting world of cinema VFX.

The Giant Project

For some time now, I have wanted to create a character of a colossal warrior – a true giant – drawing inspiration from iconic sources like God of War, Lord of the Rings, and Game of Thrones.

The Head & Face Workflow

  1. Reference Gathering: My creative process kicked off with a comprehensive study of references from God of War, Lord of the Rings, and Game of Thrones, laying the foundation for the character's epic appearance;
  2. Base Mesh Sculpting in ZBrush: Using ZBrush, I sculpted a base mesh to establish the fundamental structure and proportions of the character's head;
  3. Micro Skin Details with XYZ Textures: For intricate skin details like pores, I integrated high-quality XYZ textures within ZBrush. These textures served as an invaluable resource, enhancing the realism of the skin by providing fine details that contribute to a lifelike texture.
  4. Scars: The inclusion of scars involved using ZBrush's sculpting brushes to carefully place each mark, contributing to the character's narrative and rugged aesthetic;
  5. Different Eyes Setup: Using ZBrush's sculpting tools, I created distinct eyes with attention to iris details. To add a unique touch, I employed Substance 3D Painter to craft a blind eye, enhancing the character's visual narrative.

The Hair & Beard Workflow in Blender

  1. Introduction to Blender's Hair Nodes: Exploring Blender's Hair nodes, I utilized particle systems to generate realistic hair strands, benefitting from the flexibility these nodes offer in terms of styling and control;
  2. Experimentation: Within Blender, I experimented with various settings to achieve the desired length, thickness, and randomness of the hair and beard. The synergy between XYZ textures for skin details and Blender's Hair nodes contributed to a nuanced and realistic representation.

The Working Process Behind The Character's Body & Armor

I began with a basic body and clothes in Blender. Using ZBrush, I sculpted intricate details for the body, clothes, boots, teeth, and bones. For clean topology, I employed ZBrush's ZRemesh feature. Back in Blender, I added smaller details and accessories. Substance 3D Painter enhanced textures for realism. The iterative process ensured a cohesive and compelling character design.

Retopology & UV Unwrapping

For retopology, I employed ZBrush's ZRemesh feature to generate a clean and optimized topology. Subsequently, in Blender, I refined the flow by fixing any issues that arose.

For UV unwrapping, I utilized the Magic UV addon in Blender. This streamlined the process and ensured efficient UV layouts for texturing.

The combination of ZBrush and Blender proved effective, with ZBrush handling the initial retopology and Blender managing the fine-tuning and UV unwrapping stages. This workflow allowed for a seamless transition between the two software tools, optimizing the character model for texturing and enhancing its overall quality.

Texturing

Skin and Eyes

  • Utilized a photo-based texture for the skin;
  • Incorporated details like dirt, scars, and burns for realism;
  • Crafted lifelike eyes using custom shaders.

Hair

  • Achieved hair realism with Blender's new hair node system;
  • Employed layering for color and shading variations.

Clothes and Armor

  • Layered materials for fabric patterns and weathering;
  • Applied Substance 3D Painter's tools for authenticity.

Tattoos

  • Precisely added tattoos using Substance 3D Painter's painting tools.

Through constant refinement, Substance 3D Painter delivered detailed, realistic textures, while Blender's new hair node system enhanced the authenticity of the character's hair.

Rendering & Post-Production

For rendering, I utilized Blender Cycles, employing the following techniques and tools:

Lighting Sources

  • Utilized free HDRI environments from Poly Haven to provide realistic and dynamic lighting;
  • Experimented with various HDRI setups to achieve the desired mood and ambiance for the character.

Post-Production Settings

  • Adjusted color grading and contrast settings to enhance the overall visual impact;
  • Fine-tuned exposure settings to strike a balance between brightness and shadows;
  • Applied depth of field to focus attention on the character, creating a cinematic effect.

Rendering Tricks

  • Material Shaders: Using the principal shader in Blender to enhance the realism of skin, eyes, and other surfaces;
  • Hair Rendering: Utilized Blender's new hair node system for realistic hair rendering, using layers to adjust parameters for length, thickness, and shading;
  • Detail Preservation: Ensured that the intricate details from the sculpting and texturing phases were preserved in the final render using Displacement Maps from ZBrush;
  • Environment Interaction: Paid attention to how the character interacts with the environment, adjusting lighting angles and intensities for natural shadows and highlights.

Conclusion

The time it took to complete the entire project depends on various factors such as the complexity of the character, your proficiency with the tools, and the level of detail involved. However, considering the detailed workflow mentioned earlier, a character of this nature might typically take several weeks to complete.

Main Challenges

  • Balancing Detail: Achieving a balance between intricate details and overall coherence can be challenging. Ensuring that the details contribute to the character's narrative without overwhelming the design is crucial.
  • Texture Realism: Creating realistic textures, especially for skin and hair, requires careful consideration of lighting, shading, and material properties. Achieving a convincing result can be a significant challenge.
  • Workflow Integration: Integrating multiple software tools like Blender, ZBrush, and Substance 3D Painter seamlessly can present challenges in terms of data transfer, compatibility, and maintaining a consistent look.

Advice to Beginning Character Artists

  • Learn Fundamentals: Develop a strong foundation in anatomy, proportions, and fundamental art principles. This knowledge forms the basis for creating realistic and appealing characters;
  • Practice Regularly: Consistent practice is key to improvement. Challenge yourself with different projects to diversify your skills and build a versatile portfolio;
  • Experiment with Tools: Familiarize yourself with a variety of tools and software. Each tool has its strengths, and knowing when and how to use them is essential for a well-rounded skill set;
  • Seek Feedback: Share your work with others and be open to constructive feedback; Critiques from fellow artists can offer valuable insights and help you identify areas for improvement;
  • Study References: Analyze references from various sources. Understand the nuances of anatomy, materials, and lighting to inform your own work;
  • Patience and Perseverance: Character art can be intricate and time-consuming. Patience and perseverance are vital qualities. Don't be discouraged by challenges; view them as opportunities to learn and grow;

Remember that improvement comes with time and practice. Enjoy the creative process, stay curious, and embrace the learning journey.

Jorge PepeLife, Senior Surfacing Artist

Interview conducted by Theodore McKenzie

100% procedural Material made in Substance Designer

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