Character Head Development Series: Part 1

Hello Guys,

Character development yessssssss!!!!!!!!!!!

this is a concise version, if you want to see the complete uncut version check out my trello page

https://trello.com/b/9ig0O1q9/characterhead

Table of contents

My PC configuration
DCC I used to execute this task
About me
Output
Steps that i took to execute the task in DCC's
Keep deleting cache(windows)

My PC configuration,

AMD Ryzen 1800x
Asus Crosshair VI HERO x 370
GSKILL RAM 16GB DDR4
1 TB WD HDD
240 GB SSD
BENQ BL2420PT
NVIDIA QUADRO P4000

But you can create a model from a very basic machine as well(if you are not planning to use a game engine especially unreal engine), I wont suggest a config in this series probably some other time.

DCC I used to execute this task

Head modelsheet(not a dcc)
Photoshop for image edits
MAYA 2020.1(cracked)
Succinct Save(my tool to rename in an organized manner DD_type_ver.ext)
Substance painter version 6.2.2(cracked)
ZBrush version 2021.5.1(cracked)
crazybump(torrent and with a crack downloaded from somewhere)
Premiere pro CC 2017(cracked)
unreal 4.26.2
pureref

About Me

Year 2021

I am Blossom i have been in the industry for quite some time, around 5 to 6 yrs, and since the beginning of the journey i wanted to create my own work. Since 4 yrs I have been working as Pipeline TD/ATD That lead to a lot of epiphany of working in an organized manner. This was around right time to begin my new work. I have waded with time to complete this character Face. I hope you guys like it. I have put around 1 year working every Samstag und Sonntag learning software’s and workflow this is just first pass of my growth.

from left to right – non scaled, unreal(scaled), scaled(in dcc as per unreal)

Steps that i took to execute the task in DCC’s

Murphy’s law – “Anything that can go wrong will go wrong”

Below is just a basic version of my approach, it is not relevant from the time what i did. To get to this proper order i had to do a lot of back and forth between software’s. for more info visit my trello page https://trello.com/b/9ig0O1q9/characterhead

Modelsheet

Be sure what you want to make, or else you’ll not end up making anything. Modelsheet is a 2d representation of your idea, either you can draw one or download from goooooogle or pinterest

Scale/Unit Scale

This is one of the most crucial step before you start any proj. If you are planning to use multiple software’s make sure you take a reference model export it to the software and check if that is what you are looking for. That will make your life hassle free. I wanted to use unreal for this proj as i wanted to render realtime to understand the process. I came across one of the most brilliant website https://www.worldofleveldesign.com/ that help me understand scale in the engine.

Modeling

I used Maya and referred the below video as closely as possible to create my model and honestly it worked for me. Great video for any beginner.

I have created a face with the help of the video in one of the DCC(Digital content creation) software

create 2 lods, one with low and the other with high(smooth)

use mesh cleanup before you start texturing or sculpting(or it will make you cry), for n-gons, 4-sided mesh etc. if not sure take it in zbrush and confirm the fbx, before you start the unwrapping.

Unwrapping

unwrap the low poly lod and transfer the uv to high poly

maya low poly to high poly uv transfer

(reason i am opting out of udims because mainly it is for vfx, second i have less polygons, and third udims convoluted my scene. so decided to go with normal assigning shaders and keep my life hassle free) But these days it is a standard practice please do learn it. I attempted and opted out.

Sculpting

I was originally not intending to sculpt, i was trying to pull off the skin details in substance, but watching some references of https://www.behance.net/gallery/37160447/Hannibal Guzz Soares, and watching my substance painter maps(a real piece of art), I decided to switch to zbrush and try out sculpting, bad or good was not the end goal. I’ll get to learn the process(i know in the end both exports maps, but just want to compare and see the output).

Substance Painter maps output in maya with sss arnold

FBX in zbrush with artifacts

OBJ in zbrush with resolved artifacts, but don’t get fooled, while importing back in maya the count changes so better fix it in the modeling stage.

Choose as per your requirements. I fixed the issues in maya and re imported as fbx

Export Displacement map and Normal map for Arnold and Unreal engine

Normal Map from Zbrush – https://www.zbrushcentral.com/t/zbrush-normal-problem/319516/2

incase if the above link does not work

Displacement Map from Zbrush – recommended settings

Texturing

I have used Substance Painter for my character head, there is a technique i realized, after working on it for a while,

just assign every part different shader’s in your DCC(maya) and export FBX, substance reads the shader’s as different layers. Which is really good, we don’t have to create UDIM or sets or any complicated setups. At least for someone who just wants to concentrate on basic skin Texturing.

The setup that i used,

The below mentioned template PBR Metallic Roughness to render in maya arnold 4.0.2. This is a very controversial topic. so I’ll leave it up to you guys which one do you prefer.

study materials

https://forum.substance3d.com/index.php?topic=9205.0

https://answers.arnoldrenderer.com/questions/433/substance-painter-to-arnold-5-workflow.html

https://forum.substance3d.com/index.php?topic=4674.0

to study indepth

https://trello.com/c/tHdmmPE1/4-character-head-texturing-substance-painter

Shading

Shading is one of those parts where you’ll be able to see your progress, combining all the above puzzle parts will lead to the output that i have posted above, I am still not done with all the maps, but workflow remains the same

Substance painter to Maya node workflow

https://substance3d.adobe.com/documentation/integrations/substance-in-maya-overview-194216205.html

https://store.substance3d.com/blog/substance-maya-rendering-future

SSS — https://www.youtube.com/watch?v=2DTqDbErid8

Unreal shading

https://cgcookie.com/articles/normal-vs-displacement-mapping-why-games-use-normals

https://docs.unrealengine.com/4.26/en-US/Resources/Showcases/PhotorealisticCharacter/

SSS — https://www.youtube.com/watch?v=_PLAZW5BBAY&t=64s

Delete stuffs

This step is as crucial as above, or else this will be the last time you create your work

c_drive clean up links
https://wipster.io/blog-for-creative-teams-who-want-better-collaboration-tools/managing-cache-files
https://support.mozilla.org/en-US/questions/996182
https://forums.unrealengine.com/t/derived-data-cache/9321/3
https://forum.sublimetext.com/t/purpose-of-index-and-cache-directory-safe-to-delete/41069/2
https://www.youtube.com/watch?v=7aw_40j4-zw
https://answers.unrealengine.com/questions/255793/view.html

http://docs.pixologic.com/reference-guide/preferences/quicksave/

C:\Users\ADMIN\AppData\Local\Packages\Microsoft.MSPaint_8wekyb3d8bbwe\LocalState\Projects

C:\Users\ADMIN.gradle\caches

C:\Users\ADMIN\AppData\Local\Sublime Text 3\Cache

command line(windows): pip cache purge

Thank You guys, Be safe.