One part of the game that has gotten a lot of attention is the unlockable romance storylines. The dungeon crawler has been praised for its story, soundtrack, art, and pretty much every element of its gameplay. The vertex paint tools integrated with Sculpt mode are still in development but are already very promising.Many consider Hades to be the best game of 2020. Sculpt mode itself is very impressive, but it's the ability to combine it with extrusion modeling, while also being able to view the render results in real-time on EEVEE that makes it crazy powerful. The only thing I did afterward was add a rainbow light leak in Photoshop. I also fiddled around with the color management, lowering the gamma and raising the exposure, but I have no formula for this, I just play with it until I get a result I like. Render settingsīecause of how fast it is and the amazing results I get with it, I rendered this with EEVEE.īesides ambient occlusion and screen space reflections, I also turned on Bloom (one of my favorite Eevee features) with a pink color, to get that pink haze effect. I created a very simple background in Photoshop and imported it with the Images as Planes add-on (comes with Blender), and made the texture to be shadeless so the colors remain vibrant independently of the light set up. The world is just lilac-colored, with a strength of 0.4 just to tint the scene a bit and unify the colors. Then I added a bunch of point lights to accentuate certain parts of the model. I started with the basic 3-point light setup, with 3 area lamps, one with ramped-up power to use as a rim light behind her, one for the key light on top, and a side one for the filler. Hair strand made out of a Bezier Curve that uses the Bezier Circle on the curve’s bevel object input. Then I modeled the accessories and placed them around. If you want to know more about this technique, you can watch this tutorial here: After that, I duplicated the hair strand around the head and worked on each individual strand to make the hair flow nicely. Then I added a bezier curve to create a hair strand, and, on the Bevel settings, I chose the circle that I had just created. This dictated the shape that the hair strand would follow. Hairįor the hair, I added a bezier circle from the Add Curves menu and shaped it. If you want to know more about how Subsurface Scattering works, here is a short and sweet video about it. I used the Principled BSDF almost exclusively, with a bit of subsurface scattering and I messed around with the materials until I got something that looked good to me. I ended up UV mapping the eyes and painting them in Photoshop because I needed a bit more control and finer detail. Instead, I went straight in and used the vertex paint brush inside Sculpt mode, currently in the latest experimental build of Blender 2.93 alpha (so try this at your own risk!). This means I didn't retopologize the model. Then it was time to paint the face.īecause of personal time constraints, I planned this to be a quick exercise. I did something similar for the eyelashes. Check his tutorials out here!įor the eyebrows, I just added a plane with a shrinkwrap modifier targeted to the sculpted mesh, modeled it, and then I applied the solidify modifier to add a bit of thickness. Although he uses ZBrush more than Blender for the sculpting part of his projects, he teaches how to construct believable anatomy alongside how to use the tools, and these teachings are extremely valuable regardless of the software you use. I watched a lot of Danny Mac’s tutorials for this. Then, with the grab, smooth, and clay strips brushes, I roughed out the anatomy, focusing on getting the face planes right. Once the base mesh was in place, I applied the Remesh tool with a voxel size of around 0.01 to merge all the objects together into a unified mesh. I started by building a base mesh out of simple objects joined together, then went into Sculpt mode and used the Grab brush to shape the modeled mesh. Decora style / Haruka Kurebashi Blocking up the base mesh
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