Software Used: 3ds Max, ZBrush, Vray, Photoshop
Hello everyone! In this tutorial I will take you through the steps in the creation of my Detective Ridley characters made for Gameloft Inc. Since I used very similar work-flows for both, I will be mainly focusing on the process for the male.Concept / Sketch
It all starts with a rough sketch along with a general description of the game.
It's now time to get inspired! The sketch gave me a good guideline for the characters and pose, but I wanted to specify the look a bit more before starting, especially for the heads. So I took the time to search for images that I liked and could use have reference. Since I'm a fan of Japanese animation, this wasn't too much of a hassle. :-)
I quickly sketched the head of the male character to help me for the modeling.
I begin the modeling of the head of the character by setting up my sketch on planes for reference. I start to model the contours first and then gradually fill in the holes. This workflow helps me to keep clean edge loops and topology. (I will eventually use this same head mesh as a base for the girl).
The hair strands are cylinders on which I added a taper and bend modifier. They are then copied and positioned on one side and copied in symmetry on the other. I won't push it too far because i will retouch it in 2D afterwards. (I cheat a little :P)
Same goes for the rest of the body. I model the coat, vest, etc., trying to keep my topology clean.