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Mary the Toymaker

Model sculpted in ZBrush

Retopologized and UVed in Maya

Textured in Adobe Substance 3D Painter

Rendered in Arnold

Process

Over Winter break I decided to work on a personal project for my demo reel to expand my character modeling skills with more diverse characters. I found this character concept by Nicholas Kole on Art Station and fell in love with this character named Mary. I really like how while not being a "typical protagonist", she still feels like she has a very rich personality with a lot of bespoke details that add to her character. I also like seeing the representation of older women with wrinkles and under-represented body types. Her highly stylized facial features made me think she would be a good choice to diversify my portfolio to target more of a cartoony appearance.

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Planning
December 18th, 2023:

Initially I wasn't sure the scope of the project I could achieve over winter break so I sketched out an idea of what an entire character model would look like with a straight on neutral pose and a T pose.

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January 1st, 2024:

After celebrating the holidays and circling back to revisit my ideas, I sat down and made a game plan for the next two weeks with a rough outline for progress. I decided that limiting the scope of the project to a bust sculpt would be the best for an achievable goal.

 

  • January 2nd, 3rd: Major primary and secondary forms

  • January 4th: Hard surface props.

  • January 5th, 6th: Hair

  • January 7th: Tertiary face details.

  • January 8th: Clothing details

  • January 9th: UVs/Texture

  • January 10th: Texture

  • January 11th: Rendering

  • January 12th: Website/Demo reel updates

Sculpting & Modeling
January 2nd, 2024:

After laying out my initial game plan, I began in ZBrush blocking out the forms for the bust sculpt.

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By the end of the day I had most major pieces of the body blocked in with primitives and minimal sculpting in ZBrush.
January 3rd, 2024:

I worked on refining some of the details on the sculpt. I softened up some of the facial features after receiving feedback that I might have gotten too caught up in the structure of the face and lost some of the soft round squishiness of the original concept art.

 

I went through and colored my individual subtools to help me see the shapes and spacing of various elements of the sculpt in accordance to the original concept art.

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I got a bit frustrated with the face and trying to find the soft squishiness so I switched gears by getting a Maya scene set up with the ZBrush geo import, and started working on hard surface props such as blocking out the glasses, paintbrush, and earrings. I also replaced the basic ZBrush sphere eyes with eyes with proper inverted geometry for the iris, pupil, and cornea.
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January 4th, 2024:

I worked sporadically on the face details such as wrinkles, defining edges around the mouth and eyes, creating eyelashes, importing the glasses geo from maya, adjusting the scarf.

 

I started the hair a bit ahead of schedule as well and while I am still relatively new to using hair curves and encountered a lot of challenges getting them to behave without twisting or warping, I think the result I have gotten so far has been surprisingly good for the frustration it took.

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January 7th, 2024:

Today I will be finishing all the hard surface assets included in the bust such as the glasses and the magnifying glass attached to them, a brush, a crayon, two pens, and the earrings.

 

Since the last time I worked on this project, I reached out to several 3D community discord servers for critiques on my progress, specifically looking for assistance in matching the face to the reference closer. I received feedback that the eyes and mouth might be a tad too big and to accentuate the cartoony "sweet old granny" look the sculpt would benefit from making them a bit smaller in comparison to the rest of the face.

 

I finished all the hard surface assets in Maya and placed them accordingly.

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After a lot of trial and error, I feel pretty happy with the hair coverage I've made in ZBrush with the hair curve tools.

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Lastly, I began UVing all the small hard surface accessories as well as the hair in Maya.

January 9th, 2024:

A week after starting this project I wanted to recap all I have left to do and reassess my tasks and re-prioritize my day to day schedule. I started by listing out every small task that needs to occur before I can update my reel/website with the final product in my notebook.

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Based on these notes I broke up the tasks into the remaining days

  • January 9th:

    • Finalize hair, face, and clothing sculpt

    • Retopologize geometry

    • UV geometry

  • January 10th:

    • Texture all assets to final

    • Export textures to Maya

    • Set up renders

  • January 11th:

    • Finalize any lighting/texturing

    • Render partial turns of beauty/wireframe renders

  • January 12th:

    • Import renders to demo reel

    • Finalize blog post

    • Update website with project page

    • Post on socials

 

I started my work by replacing some hair strands that got accidentally dynameshed into geometry not conducive to clean UV unwrapping. I finalized some of the high poly face detailing and also remeshed the head to rebuild multiple subdivision levels for normal map baking for fine sculpted details. I also went through and remeshed some of the other geometry to have a better high to low poly workflow.

 

My next steps are to UV unwrap all of the sculpted geometry to prep for texturing. I started with the clothes.

UVs, Retopology, & Model Prep
January 10th, 2024:

I worked a bit more unwrapping the hair and my next step is to hand retopologize the face and then unwrap that and I should be ready to texture. Currently in Maya my render looks like this with just flat materials and transparency.

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January 11th, 2024:

I finished up the head and neck topology. I also completed all UVs for all the body pieces, hair, clothes, and accessories:

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Texturing
January 13th, 2024:

In the final stretch of this project I spent the entire day in Substance Painter texturing all assets. Texturing was my favorite part of the process. I was already excited by the sculpt and how well the hair came out but I was itching to put some textures on the model. The character is so rich and full of creative life and I wanted to paint in the wrinkles on her face and be able to feel the stitches on each row of her sweater and her scarf. 

I started by making sure everything had a base fill on it to get an overall feel of the look and then delved into each element more deeply. I hand-painted the skin details with lots of grunge brushes to get blushing and freckles. I used a mix of anisotropic noise maps to get a base for the hair that gave the illusion of each geometry piece having more hair strands. This is a technique that I later used on the main character model for my thesis film. I also used ID maps to create procedural randomness assigning a slightly different hue and value to each hair piece. I also picked specific strands to be a lighter gray to match the concept art. On top of everything I hand-painted specific strands to give a more illustrative feeling to the texture. 

For the sweater I researched materials for knitwear and ended up modifying some alpha maps from Mohsen Gh on ArtStation. Additionally, I added a lot of layered noise maps to the texture to take a plain flat color base and give it the illusion of a mixed color yarn that changes dye intensity and may have flecks of other color yarn within the stitches. 

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Rendering & Final Model
January 18th, 2024:

After a short break to focus on the start of the semester, I returned to this project to make sure that my demo reel and social pages reflected my new project!

Reflection
I'm super happy with how this project came out. It was one of the first projects that I've really extensively budgeted my time and created a result I'm proud of in such a short turnaround. I really enjoyed the process of breaking down all the elements into exactly what I needed to do each day, but having wiggle room to jump around different tasks to keep my mind interested in the project. This project was one of the first projects that I have ever done a ton of hair work on and I'm quite happy with how it came out. I have been familiar with the ZBrush ZCurves tool for many years but had never been able to get it to cooperate in a way that it felt efficient to use it for a project before. This helped me get over that hurdle and be able to create a cool fantastical hairstyle with lots of detail. I'm also very proud of how the skin texture came out and I'm happy with the way that I was able to utilize and modify the fabric alphas to create a cool sweater effect.

I'm excited to jump back into my senior thesis work for the final semester and finish up my film after spending my winter break working on a project that refreshed my creative thought process and gave me a much needed break from my classwork.
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