The Unfettered Hallow Deacon
Final Submission for the FN horror challenge
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It’s my 2nd real-time character and I’ve learnt so much while working on this guy.
Marvelous Designer was used for the clothes. I used Blender to do the sculpting, retopo, UVs, rigging, lighting and rendering. Texturing was done in Substance 3D Painter and the maps were stitched in Photoshop.
Character is an original based on the concept art made by me here → https://www.artstation.com/artwork/blJD9n
"Odyr, The Unfettered Hallow Deacon.
Once a greedy old dejected human who lost his way. A lost priest in the presence of others, who worshiped the great light of the world, he wanted nothing but the semblance of love. Love, that he found in the rotten but alluring Fouled Queen. Tales spoke of her dominion over the world and how she was imprisoned by the Order of the High Sun. Ignoring the ideals of his faith, he held, in secret, a sacrificial ritual in her honor. A summoning. He gave his own soul to bring forth the Fouled Queen. As she rose from the fouled world she resurrected Odyr as one of her fouled servants. The keeper of the souls of all those who trespass her domain. Sustenance for the Queen."
And then some other renders to show the details on the character
For this character I chose a budget of around 150k tris. I knew the bottom part of my character would be expensive in the way that i was imagining doing it hence the high number (well, depending…)
In the end he sits around 137k tris, but this does not include the beard and the hair yet, because those were generated in blender hair system, though I’m looking at real-time hair to change that
Albedo and Normals
My textures are all in 4k, I wanted some crisp definition in those details, I knew the model was going to be seen up close. I wanted to include one of those real time viewers but I haven’t figured out how to do one yet. (Soon)
5 texture sets for my character and 1 for the weapon, eventually there’s going to be another one for the hair as well
Clothing is simulated in MarvD then exported to Blender and retopo’ed and Uv’ed, then I bring everything into Substance.
I tend to work always in separate files when it comes to highpolies high, my pc isn’t the best with high numbers of polygons. But its worked out so far, just have to always keep a reference on the side.
I should also mention that at this stage I assign different materials to my highpolies depending on what material in the texturing phase. Super quick way to paint using ID masks.
The materials are all done in substance, creating new ones or taking pre existing ones and changing them to get the look I need.
Retopology is then all done by hand… I really need to learn Zbrush :')
Some other renders made during the process to test stuff, or for fun
(testing lighting and textures)
(testing beard look)
It was an incredible opportunity to work on this guy in the manner that I did, I always thought I would never get around to do him unless I had a deadline, so I thank the FlippedNormals team for setting up another great challenge and I thank everyone else for being such good sport in creative competition, it was super fun working along side u guys and see everybody’s work come to fruition. Much love <3
Good luck to everyone!!
My artstation https://www.artstation.com/hailznn