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Stylized to Semirealism - Montero

Work Time: approximately 9 days (Day journal found in the picture gallery).
This time I used my spare time to work on a Montero figure. I was really inspired by the end picture of the music video. It has a great mood, so I wanted to make an homage to that. I may also have someone that will work on a setting for this figure too. So there may or may not be a chance that I can practice stl file making so this can be printed. Thta is why I worked on all fields: low, mid and high poly. The low poly ones for industry practice and the higher ones for detail preserving, i.e. wings. I had huge fun to work on this and am satisfied with the result.

Turntable Presentation

Day 1 - I started sculpting a base with a typical hair style he wears. I also used green-ish colors, because they help me to see places of the sculpt that need to be fixed.

Day 1 - I started sculpting a base with a typical hair style he wears. I also used green-ish colors, because they help me to see places of the sculpt that need to be fixed.

Day 1 - I find it important that the profile view is close in likeness.

Day 1 - I find it important that the profile view is close in likeness.

Day 1 - Made a satisfying base sculpt quickly. That way I could proceed with the assets needed for the Montero look.

Day 1 - Made a satisfying base sculpt quickly. That way I could proceed with the assets needed for the Montero look.

Day 1 - And as always, always check the likeness from profile view.

Day 1 - And as always, always check the likeness from profile view.

Day 1 - A video check. After a short break and playing the video on a smaller size helps to refresh the mind. That way I can see if likeness, proportions and anatomy (even if it is Stylized) are correct.

Day 2 - Further sculpting and then Retopo of the important assets, like the body. Here an example.

Day 2 - Further sculpting and then Retopo of the important assets, like the body. Here an example.

Day 3 - I know he barely wears anything so I could easily extract hem and sculpt them in ZBrush, BUT every opportunity to make clothes in Marvelous Designer is a chance to memorize the workings of this program. Also the latex folds are more authentic here

Day 3 - I know he barely wears anything so I could easily extract hem and sculpt them in ZBrush, BUT every opportunity to make clothes in Marvelous Designer is a chance to memorize the workings of this program. Also the latex folds are more authentic here

Day 5 - After editing my sculpt and adapting the Marvelous clothes into Zbrush on day 4 I started to model wings and feathers. More practical would be to have a lowpoly of the whole wing, but I wanted to preserve details in case I want to print a figure.

Day 5 - After editing my sculpt and adapting the Marvelous clothes into Zbrush on day 4 I started to model wings and feathers. More practical would be to have a lowpoly of the whole wing, but I wanted to preserve details in case I want to print a figure.

Day 5 - Here the final mid-poly wing. Now I can make a high poly without losing to much detail.

Day 5 - Here the final mid-poly wing. Now I can make a high poly without losing to much detail.

Day 5 & 6 - On both days I worked on interpreting his tattoos and remade them in Photoshop then added them to the base color texture to import them smoothly into ZBrush.

Day 5 & 6 - On both days I worked on interpreting his tattoos and remade them in Photoshop then added them to the base color texture to import them smoothly into ZBrush.

Day 7 - Horns were made on Day 4 with a selfmade model and beziercurve plus array mod. Wings parts were duplicated and put on the backside on Day 7 as well as recoloring some parts. Now I hade the whole assembly, now off to rigging and posing.

Day 8 - Here an extract of my Zbrush rig

Day 8 - Here an extract of my Zbrush rig

Day 8 - Finished high poly pose.

Day 9 - Blank low to mid poly figure

Day 9 - Blank low to mid poly figure

Day 9 - Editing in Blender to make it ready for rendering in Marmoset. I won't use the high poly pieces, but the low to mid poly pieces.

Day 9 - Editing in Blender to make it ready for rendering in Marmoset. I won't use the high poly pieces, but the low to mid poly pieces.

Rendering detail shots starting here...

Rendering detail shots starting here...