I’ve been at this for quite a while, ups and downs. I had to put it on hold after my accident. I have decided to push myself with the Disney characters I do, not just studies but production ready characters. I began with sculpting in ZBrush, retopo in topogun, UVs in 3ds max and map baking with XNormal. I used a combination of the quixel suite and photoshop for texturing, as well as some polypainting in ZBrush. Keyshot for rendering.
Feedback is welcome. 🙂
Disney’s The Sword In The Stone. Apparently it didn’t do so well for the company, but I have nothing but fond memories of the film growing up. Only mt second stylized human model next to the machinist. As always, I began with Zbrush. I started from a sphere to completion. In order to refine the sculpt I used zremesher in order to get a somewhat clean topology, not something I would do for a production model.
Ahhh Stewie Griffin, my favorite character on Fox’s hit show Family Guy. I sculpted my favorite character on bob’s burgers Louise Belcher, and for family guy it’s definitely Stewie Griffin. This is probably the most difficult subject I have ever sculpted.
One of the unique challenges from going from 2D to 3D is knowing what will work and what wont. I felt I would begin to lose the likeness if I tried to match Stewie from the side view as seen in the show. Funny how these cartoony character are more challenging that realistic characters(at least for me) I started with a high poly sculpt in Zbrush, did retopology in Topogun and then unwrapped in 3ds max.
Maps were baked in xNormal and Stewie was textured in photoshop, the easiest part of this project.
High poly marmoset render:
low poly render:
Stewie appears in a lot of costumes, so it was a no brainer to split the UVs this way. I might model a different Stewie in the future, like Stewie Cruise, Desiree, or Zach Sawyer.
references(I used a lot more than shown here):