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3.Character Design

  • RESEARCH

I was looking for traditional Scottish names and I decided on Aleister, a name with strength and easy to remember.
My character is a Labrador retriever so I looked for information on what a Scottish Labrador would look like at the time.
My character is a mountain farmer who owns a humble whiskey distillery that supplies the county where he lives.

  • MOODBOARD

I used these references to design Alastair character. Ginger hair and bear. Big noise and a bit rosy because of the whisky. He wears typical farmer clothes with high boots to protect himself from the cold and the barley spikes. He uses a sickle as the main tool. 

  • CHARACTER DESIGN - ZBRUSH

I sculpted the whole character in Zbrush. After that, I made the UVwrap get the textured mesh, and after that, I exported it to Blender to get the texture painting.

  • FIRST TRY TEXTURE PAINTER - BLENDER

I painted the character first in Blender to know if it could match what I was looking for.

After designing and giving it textures in blender, I exported the character to Unreal to see how it fits with the landscape and test if the textures remain the same color or if the character gave me errors..The color of the textures matched well with that of the landscape.

As the result wasn't what I was looking for, I decided to paint the character in Substance to get a more realistic result.

I have invested more than four days in finding out which is the best workflow between software and after many tests, trials, error the best way for me has been:
Zbrush for character sculpting - Maya for the rig - Substance painter for textures - Unreal.

 

Fixing the UVs in Maya to export the mesh to Substance Painter

TEXTURES IN UNREAL

I created material and Material Instant. I dragged the textures to link them to the suitable material.

My character finally looked like that under the sun of the mountains.

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