Tuesday, 26 February 2019

Character Design Project


   The last month I've been deep in Maya and Zbrush with character crafting. My original inspiration was a character I had drawn up for Dungeons and Dragons with friends, but despite having a rather short life (dying twice in quick succession to a blast of light from a much more powerful magician), he made impression enough that I have fond memories of my experience with him.

   So, with such an impression I drafted him as the first for possibly a whole line of such characters, and a showcase for anyone who might like a similar result.for their own player characters. Posable, usable in animations and quite possibly a source for 3D printing if the setup is right.


   Magic users have had quite a compelling allure to them - masters of mystic arts, scholars and academics who shape reality. This talent, and a lack of armour for their class gives the opportunity to make them one of the more casually-dressed character types in games of D&D. Other classes certainly have a style, but one way I find magic users fun is how they can bring court style and artisan outfitting to an adventure.

   For this particular character, this connection to courts was key to his design as the background for him was of an aristocratic family in decline. This particular member of the ruling classes, who I called Varthen, took to travelling the countryside after becoming an adult. Funding his travels with money made performing tricks which come innately to him at various villages with the occasional performance in a town pub. As well perhaps as other services that come from magical ability coming naturally to him or having a formal education.


   These two factors: A noble background and a life on the road, created a character who was of privileged status but lived with few of the trappings. While I could have taken the angle of just a few trinkets to show his wealth, such as a signet ring or a necklace, I thought he'd go a little more flamboyant. Namely he would still be in touch with the fashions at court, and underneath a (relatively) simple coat would be a silver-threaded blue velvet doublet, linen shirts and silvered leather boots. Underneath a simple overcoat is a man of proud upbringing, who could weave his way through the royal circles if he so wished.

   He's not fully human, more a half-elf. While this does make him rather Eldar-esque, elves in the D&D settings are often far more fairy-like than Lord of the Rings. Half-elves have often been described as a miawy point between human and elven beauty, so a half-human-half-elf is more along the lines of a handsome or beautiful human with somewhat pointy ears. To an elf, they'd look ugly with rather puny ears.

   Most importantly it was really fun to design his outfit, particularly the designs of silver and padding on his luxurious buttoned doublet.


  The other fun thing was learning tricks to rig up large pieces of fabric in the absence of ncloth programs. Varthen has two arrangements to make this work: The lower half of his coat has a grid of controls that link to nine different chains of bones while his half-cape is controlled by a single chain of bones much like a tendril coming from his shoulder.


   There was a lot more work than I initially thought but that is part of the learning process. Some of the most fun things to work on were his hair, eyes (which are rigged with a blendshape to dilate), the pattern on his doublet and getting familiar with the rivet tool. Which I've found can be far more than a way to pin an object to a specific point on a mesh.

   With him done, I've had various ideas on my mind where to go next. Such as offering various components for sale like his coat with attached rig or a blank version of his head. But also considering less human characters like dwarves, tieflings or lizardkin.

Further reading

Artstation entry: https://www.artstation.com/artwork/N5bkON

Monday, 18 February 2019

Developments with 3D Modelling: Making Clothes, Characters and Accessories


When I started using Zbrush I had no idea what I would be doing with it after my first year. I had gone in with a handful of ideas and creature designs, and yet one of the most interesting uses I've had for it lately is clothes and accessories. But the versatility has been amazing so far.

The character I have been designing over the past couple of weeks has been mostly of a personal design. A rather newbie sorcerer character I designed for use in Dungeons and Dragons, but made such an impression on me and my friends that I thought why not actually create him in all his adventurer status.


He had a short existence. Having a few adventures, befriending some lizards before dying twice to the same spell shot twice, but that's how you create memorable stories. You do stuff you don't forget. And as a result it's been hard to get him off my mind even after I've given him an existence in 3D software.


The current model has come a long way. I've been planning to rig him for posing as well as looking into a cost-effective renderer for far more polished images, since my current version of Maya is without Mental Ray. With the practice I've recently had with the other elf, it might only take a couple of days. The most complicated area to work out has been how to rig up the robe, as the version of Maya I currently use is also lacking the use of the Ncloth feature. Which means loose items will need their own rig. Such as The large sleeves (not too difficult) and the coat ('challenge' might be an understatement). But what is lost if I do not at least try?

To get him to move, that would be very cool.

In other news, I have had great success in a much fancier version of the character's signet ring. It might be too detailed for a practical model but that's not to say there is no chance it could be used for anything.


I've been musing about going public with these designs. Selling pieces of them, or at the very least their templates, as 3D assets. Artstation has over the last few months offered this as a feature in the form of a virtual marketplace. This I think I can do alongside a possible career in custom 3D character models, where I could set up a website to sell these templates, or specific items, as a separate shop.

The ring is nice, I have had some favourable responses to it. I don't see much harm in offering it ors its template for anyone interested.


Alpha maps, hard surface modelling, understanding hardness, It is all building into what I love about the virtual. That feeling that with the right tricks, anything you can possibly imagine is in fact possible! Who knows, I might be able to submit the ring to a 3D printer or plastic moulder and get the accessory (and others) created in real life. Could there be avenue in costume jewellery design perhaps?


The ring does have an existence in Maya. I had to replicate the shader in Maya as it did its properties translate well when transferring between the two programs. But it still has its shine. Good gold is not an easy material to mimic.


Detail shots of the signet ring can be found on the Artstation submission: https://www.artstation.com/artwork/v1EaqA

Wednesday, 13 February 2019

Character Modelling Experimentation


  When combined with Maya, the possibilities of Zbrush have been bonkers. I've been working fervently for a few weeks now on a character model that is taking shape to the point it is just about ready for rigging. I have lately been far more comfortable painting, texturing and drawing in 3D than I have in 2D, and I think it was mostly an issue of how to make light fall on a body.



  I have struck conversations with people online, in public and among friends about taking these skills as a custom design service. Modelled and rigged characters (player avatars initially, but also potentially monsters and bosses) offered alongside a storefront selling templates and props. Going in this direction I feel has been an enlightening experience in designing not just people, but also textures, objects and clothing. As well as various translatable tricks.


  One of the most interesting experiments was in a custom alpha for a 3D brush. I am unsure if I could have done it freehand, but using Photoshop was pretty interesting for creating a 'stamp' set upon a model. If nothing else, these past two weeks have been an interesting foray into advanced 3D modelling tricks.