This is a project that I've been working on for the last two months, approximately. This blog is going to be a short rundown of what was involved in creating this guy, up to where I am now.
Kayen is being made for several reasons. The first reason being a small competion between me and a friend. See who can create the coolest character, that would be at home in a game like LoL or Smite. It could be a recreation of an existing character or you could design a new one. I designed a brand new one.
Another reason for creating is because it's fun.
The first step to creating him, was a rough sketch. Put simply, I began with a line that felt right. As I had no real restriction as to what the character should do or look like, I could do whatever I felt like.
The first line turned into a series of rough sketches. I modified these in Photoshop to create a concept that felt good. A lot of changes were made to get the right balance in the character and the right sense of scale and mass.
After that, I made a basemesh to take into Mudbox. I soon found out that Mudbox would not be able to give it the detail i wanted it to have. So I learned how to, very basically, use Zbrush. That pushed the sculpt to new heights. The end result was a sculpt that had more detail and a higher resolution than any of my previous work.
the unwrap was created using a plugin for 3DSmax, called Xray Unwrap. Unwrapping was fairly pain free. That meant I could take the new low poly model into Mudbox and start texturing. After several experiments I now have something that works fairly well. I am still not certain I will keep the current colorscheme and I think I'll change it to something brighter.
For the sake of adding mode color and breaking symmetry, I added some warpaint and I will add more. It had proven fairly tricky to get right, as most warpaint means something. So I've had to create a very simple cultural backstory for Kayen.