Hellspawn (CLOSED)

I've been without internet for a week, so I wasn't able to get my thread started for this until now. It did give me plenty of time to work without distraction, though, at least, and I got a lot further than I expected on it. The design work and modeling/texturing are mine (unless otherwise stated in the case of accessories, clothing, hair, etc), however the character himself belongs to my boyfriend who works wonders with words, but is still learning on the art front. The setting this character comes from belongs to him, as well. However, aside from approving or vetoing my design choices, he didn't really have a hand in this process (for clarification's sake on the No Teams rule).
Started with the G9 base model with several MR morphs layered in (and a few non-MR shape tweak morphs, so no he won't end up in the shop later, sorry) before pulling the full model into Blender for sculpting. The first version was uh...not so great.

I mean, not terrible, but could be way better. So, he went back in the blender for further mixing.
I started on texture tests at the same time trying to get an idea of tones using pre-made/Non-MR skins at first which caused the Red-Orange to go a bit too extreme, but helped get the hair lined out (partial re-texture of Curl Vibes from Hair Studio) and a good idea of where things needed to go in both textures and modeling from there on out.

Which, finally, landed on:

A delightfully chewy and emaciated Hellspawn. There'll still be some tweaks to do on the sculpt as I go, no doubt, and plenty of joint correctives to make, but he's starting to look like a proper...dead thing. Meaning he needed the textures to match and that's where I'll end this post for the moment as it's still very much the focus of work at present.


His skin is a mix of 3 different MR bases with some hand-painting in there and with full custom bump and displacement maps to account for scarring and veins (with planned volume maps to help further the effect of veins). Currently using the G9 Detail Normals with RawArt's Grook Dirty Hands/Feet makeup maps and temporary eyes from...I think Colm Jackson.
There's still a lot to do, but the next priority after skin/eyes is getting his horns created and fixed to fit.
To make the gallery icon a little less of an eyesore, here's a super fast test render with him in his most recent WIP state:

Started with the G9 base model with several MR morphs layered in (and a few non-MR shape tweak morphs, so no he won't end up in the shop later, sorry) before pulling the full model into Blender for sculpting. The first version was uh...not so great.

I mean, not terrible, but could be way better. So, he went back in the blender for further mixing.
I started on texture tests at the same time trying to get an idea of tones using pre-made/Non-MR skins at first which caused the Red-Orange to go a bit too extreme, but helped get the hair lined out (partial re-texture of Curl Vibes from Hair Studio) and a good idea of where things needed to go in both textures and modeling from there on out.

Which, finally, landed on:

A delightfully chewy and emaciated Hellspawn. There'll still be some tweaks to do on the sculpt as I go, no doubt, and plenty of joint correctives to make, but he's starting to look like a proper...dead thing. Meaning he needed the textures to match and that's where I'll end this post for the moment as it's still very much the focus of work at present.


His skin is a mix of 3 different MR bases with some hand-painting in there and with full custom bump and displacement maps to account for scarring and veins (with planned volume maps to help further the effect of veins). Currently using the G9 Detail Normals with RawArt's Grook Dirty Hands/Feet makeup maps and temporary eyes from...I think Colm Jackson.
There's still a lot to do, but the next priority after skin/eyes is getting his horns created and fixed to fit.
To make the gallery icon a little less of an eyesore, here's a super fast test render with him in his most recent WIP state:

! REPORT
Skin texture is still in-progress - Some tone adjustments and work to the SSS, volume maps added, and played a little mix-n-match with some of the default G9 normals (not pictured yet) - but his tattoo has been added. The intent was to aim for a "fucked up fern" and, considering this character's intended backstory, my brain decided "Fern as drawn by someone who has never seen a fern, but heard one described exactly Once" felt like a good direction.

More importantly, the horns were begun. The sculpt went quick as did fixing the base for G9 attachment. The texturing is the part that's going to be a slog, I think.



More importantly, the horns were begun. The sculpt went quick as did fixing the base for G9 attachment. The texturing is the part that's going to be a slog, I think.


! REPORT

I expected them to be annoying to texture and they were. Mostly pleased with the end result, but it's also the end result because I got annoyed with working on them. They also required making a morph for the Hair Factory curls to sit properly around them without the front wisps clipping through. Once that was done, went back to doing some more fussing with the skin. It's nearing it's final point which has shown some issues in the sculpt that need fixed, but a few more tweaks on the translucency weight maps and I think the skin will be good to go. The base skin is still MR based with hand painting, custom bump and displacement, but uses default G9 normals, specular, and detail normals RawArt's dirty hands/feet makeup masks. The eyes are now MR hand paint (tiny bit) based with one specular map on the iris from the previous CJ eyes.



Last update on the thread for a while. Most of what I need to do is tweaking, correctives, and accessory creation at this point. So it makes more sense to do that in one, big WIP update later.
! REPORT
Texture work is so beautifuly done! Could you please tell, have you been doing everything just in Blender? I just finished uni and all my discounted software subscriptions are to vanish, the best option to continue practicing is to start learning blender. Nowhere near this level yet, but your work made me think of not giving up.
! REPORT
LchBch
Karma: 6,418
Sun, Sep 15, 2024Oh wow, thanks so much! I use Blender for all of the sculpting, but I do my textures, piece-meal, in Clip Studio Paint with a browser-based application for normal creation. Blender does have a fairly nice texture paint ability once rounded out with addons (I have a friend who does some lovely work that way), but I never quite warmed up to. It won't exactly hold up to zbrush, but the number of user created addons and tutorials available really make it hold up well.
Another friend has suggested Armor Paint as a texture paint software, but I can't speak for how it is. Tossing it out there, though, as something that might be worth looking into for you!
Absolutely don't give up. If you enjoy it, that's reason enough, and there's always workarounds and plenty of free programs that can help out.
Another friend has suggested Armor Paint as a texture paint software, but I can't speak for how it is. Tossing it out there, though, as something that might be worth looking into for you!
Absolutely don't give up. If you enjoy it, that's reason enough, and there's always workarounds and plenty of free programs that can help out.