By: Ricardo Viana
3D character artist Ricardo Viana has created the second installment of orangutan boxer “Angry Banana” with Primate and Sportsperson using ZBrush, Substance Painter and Blender. The model was eventually rendered using Blender’s Cycles Renderbus.
Tools:
ZBrush, Substance Painter and Blender, Cycles Renderer
The final design
Now that the orangutan boxer is nearly complete, work on the costumes and accessories can begin. I looked for some game fighting characters for reference, please note that I have adjusted the design according to my friend’s suggestion, then modified the rounded limbs and body outline. Keep in mind that the references are meant to help us solve design problems, but the end result should follow our design.
For now, these colors on the model are only temporary, but notice the roundness of his chest and the way he paints the color shapes on his face, I will keep these values if I determine the outline shape.
References include Victor Sagat from Street Fighter, The Charlie Bone series, Joe Higashi from the King of Fighters series, and Buakaw.
Sculpting completes the final design
All the design is done, now it’s time to determine the final render. After cleaning up all the modeling effects, I refined a few things: minor shapes and anatomical details, for example. This ensures that the body is uncluttered and does not affect the overall shape. The ZBrush screen capture shows mid-level details, such as scars on the right arm and wrinkles on the arm and abdomen.
In this way, I added some more subtle details on its body and props, such as some scars and pores on the body, some scratches and wear on props, etc.
The final result
This is our final result! As I mentioned earlier, I keep the detailed steps to the details. With Substance Painter, I feel more comfortable dealing with these smaller details in texturing steps. Since we don’t need to apply this to the displacement modifier, it usually works perfectly with normal maps and roughness/base color maps. For the body base, I elaborated on a micro level using hair particles. The lack of intermediate detail helps keep the basic shape solid, while the micro detail adds credibility to the final result.
Note that the larger shapes look solid, the microscopic details can be seen when scaled, and the contrast between the surfaces takes precedence over the overall impression.
The most important secret – keep it simple
This sounds obvious, but the key to a clean design is to do it. Be careful not to be too simple and make flat colored surfaces, variety is very important. You should focus on the impression of homogeneity. Set the base color and use it mainly in blend mode. Focus on the color, then distract the rest of the map. Note that the overall appearance is uniform, but when you zoom in you can see that the surface is somewhat complex.
Creating a Gorilla boxer using ZBrush, Substance Painter, and Blender (Renderbus) www.renderbus.com/share/zbrus…
Related reading recommendations:
Create a Gorilla Boxer using ZBrush, Substance Painter, and Blender (1)
Sculpt realistic pirates in ZBrush (part 1)
Create witch Cauldron using Blender and ZBrush (part 1)