Hello world! Yes I am still alive and I want to share some proces on my latest work. So I've been working on this character for Rift One, An indie game currently under develpoment by Data 7. This is the concept I had to work from.
In Zbrush I roughly setup the shape using Zspheres and then got to the dynamesh phase.
When the shape had everything blocked in I did a retopo in c4d.
I do this in c4d because I am quick with the modelling tools but it could be any 3d application. The mesh is really low poly but it has enough support for the overall shape. Once done I brought it back in to Zbrush with UV maps in place.
I did not do any (re)projection and started to work on subdivsion level 2. Level 1 will get deleted because it's to low poly.
I also did a quick polypaint to get and idea of the colors and have a base for the texturing phase.
This was the first setup I've made but I wasn't entirely satisfied. I had to experiment a bit with the best way to get the details from Zbrush in substance painter. In the end I baked the information using a high res model and cleaned up the baked maps.
This is the result so far. The mesh is split up in 4 uv tiles using UDIM.
I also did a quick setup to see if the mesh was ok to rig quickly in Blender using Auto Rig Pro. This went like a breeze and I only had to clean up the weights of the head.
That's it for now. Next on the list is blocking the outfit and create clean topo for those and texture everything. The character will end up in Unity3D. I hope you enjoyed this quick making of.