The Making of: Themursan- 3D Art War 3 2nd Place Winner

The Making of: Themursan- 3D Art War 3 2nd Place Winner

Hello, my name is Ander Sánchez and I am a Spanish student on the road to be a character artist. In this article, we will look over the steps I took for my entry for the Art War 3 challenge. I focused my character like a 70s/80s superhero, based on Power Rangers designs. Before I start, I would like to express my gratitude to the Cubebrush team for giving me this opportunity. With that said, let's start.


MODELING

I am not a good painter but I like making some sketches instead of creating directly on the model. It can be a quick paint or an overpaint of a sketched sculpt, anything that makes an idea and helps me finding references for the mood boards. 

I start my models from a sphere or a combination of basic shapes. On this model, I started sculpting a basic figure before adding body fat. I only worked on basic shapes knowing that it will be covered by the suit.

I used Marvelous to create clothes basic forms and wrinkles. I did not use any pattern because I was looking something vulgar and handmade. I went back to Zbrush for more details.

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For this model I created 3 different materials, dividing face, cloth and props. 

TEXTURES & MATERIALS

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Before I start with textures I created a basic scene on Marmoset with white illumination. Once I am in Substance Painter, I will be exporting and testing textures on this scene continuously. 

I usually take advantage of this part of the process to add some details on the model easier than on Zbrush, instead of creating very high-density meshes.  For the suit, I added seamstress lines, the rainbow sticker and the fake belt. These same forms were used in multiple layers to various other material channels.

Instead of using microfibers, I have decided on using Subsurface Scatter which has given me better results. Also, we still have Fuzz options. 

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In the case of props, those are more connected with Marmoset results than on Painter visor. Especially because I was looking for a concrete reflects on the plastic surface that I have achieved thanks to Anisotropic Secondary reflections. 

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I created face and skin textures on Painter, but I was interested in creating it on Photoshop. Painting a base on Zbrush and combining that with multiple baked maps.  I also took advantage of the textures for the different subsurface channels. 

LIGHTING & PRESENTATION

This is one of the most difficult processes for me. I know I have a lot to learn about lighting. I created multiple sets before I achieved something interesting for me- changing the pose, composition and lights. 

For final render, I took 2 main lights, one on the top right and another on the back. I added more point light to control shadows in some other parts and push up some areas out of the darkness. I also maintained very low global illumination. 

FINAL RENDER


Follow Ander Sanchez on Facebook.

Check out his full interview here.