This is probably the last video of the year, let's see about that.
This time is all about getting your concept sculpts into the pipeline. To do this, we are going to use a generic humanoid, usually provided by your visual effects studio. This generic humanoid would have perfect topology, great uv mapping, some standard skin shaders, isolation maps to control different areas, grooming templates, etc.
This workflow will speed drastically the way you approach digital doubles or any other humanoid character, like this zombie here.
In this video we will focus mainly on wrapping a generic character around any concep sculpt to get a model that can be used for rigging, animation, lookdev, cfx, etc. And once we have that, we will re-project back all the details from the sculpt and we will apply high resolution displacement maps to get all the fine details like skin pores, wrinkles, skin imperfections, etc.
The video is about 2 hours long and we can use this character in the future to do some other videos about character/creature work.
All the info on my Patreon site.
Thanks!
Xuan.