3D World

SHINOBI PROJECT SCULPT VER­SION

- dy­lan-kowal­ski.art­sta­tion.com

ARTIST

Dy­lan Kowal­ski SOFT­WARE

Zbrush, Mar­velous De­signer, Sub­stance Pain­ter, Maya, Arnold, Pho­to­shop

This highly de­tailed sculpt amounted to two to three months of work for free­lance 3D artist Dy­lan Kowal­ski. The project pro­vided Kowal­ski with an op­por­tu­nity to broaden his Zbrush skill set and hone his high-poly sculpt­ing. “It was a lot of ex­per­i­men­ta­tion, test­ing and of course, a lot of re­takes on al­most every part,” he ex­plains.

Kowal­ski em­braced all of the tricks and tech­niques in his arse­nal for this grace­ful char­ac­ter. The clothes were cre­ated in Mar­velous De­signer, giv­ing Kowal­ski a good base to work with in Zbrush. “I de­cided not to make crazy sim­u­lated clothes,” he adds, “it was bet­ter for me to build a kind of block mesh that could be de­tailed later in Zbrush, it took less time and gave me bet­ter con­trol at the end.”

Zbrush’s Zremesher was a par­tic­u­larly use­ful tool for Kowal­ski as he worked on the char­ac­ter. “It’s a won­der­ful tool,” he says, “you can get pretty de­cent ge­om­e­try if you com­bine the pro­jec­tion tool and the Zremesher, you don’t need to use a re­topol­ogy soft­ware.”

Ul­ti­mately de­tail was at the very heart of the project. “I was al­ways think­ing about how far I could go to put de­tails ev­ery­where. How to make it the right way with­out be­ing overkill.” All of the char­ac­ter’s im­pres­sive de­tails were made in Zbrush, with Kowal­ski us­ing dif­fer­ent tech­niques to build a com­plete set of dis­place­ment al­phas, which could then be ex­tracted on every part of the model.

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