INTRODUCTION
How’s it goin?
Howdy, my identify is Rozwell and I’ve been an expert animator for about 8 years, creating 2D/3D animations associated to casinos. On the facet, I create my very own characters and make fan artwork.
INSPIRATION
When making fan artwork, I wish to think about the character in a semi-realistic state of affairs. For instance, “What if Peach needed to escape and construct her personal weapon to outlive?” On this occasion, I felt {that a} sword was cooler than an umbrella.
CONCEPT
First, I collect ideas of the character utilizing a software referred to as Pureref. This helps me to maintain some consistency in my artwork.
SKETCH
Subsequent, I create a sketch primarily based on my references, introducing my very own type. I exploit Clip Studio to make a fast sketch.
SCULPT
I exploit ZBrush to make my preliminary sculpt.
POSE
From right here, I deliver the low-poly mannequin into Blender, rig it, and pose it so I can deliver it again to ZBrush to sculpt on.
RE-SCULPT
Right here, I am sculpting once more to refine and clear the mannequin.
HAIR
I exploit a line curve, then form a circle curve within the form of the hair.
I form the curve to make the top sharp by scaling its factors. With this hair strand, I begin laying it over my preliminary block-out sculpt.
LIGHTING
I have a tendency to stay with regular 3-point lighting, however for this one, I added just a few additional space lights so as to add edge highlights on the mannequin.
POST-PROCESS
The ultimate step is to do a little bit of post-processing, fixing lighting ranges, and including some extra results.
RENDER – COMBAT PEACH
Thanks to your time, I hope you loved studying this text and realized one thing helpful from it.
Have a pleasant day!
Concerning the Artist
Rozwell Ramirez, a 3D artist and animator. Presently working within the animation area.