80lv - Blog Draft - Ancient Traveller Character Creation Workflow
Introduction:
Hello everyone, I am Theodor, currently doing my masters in Game Art and Design. Throughout my masters I want to focus on character art. Looking forward to making connections and developing my skills.
Character background:
This character is a nomad, a travelling merchant. In his time it was said that he travelled through all the empires, been to every town and walked on every road. However, his intentions were not pure at heart. He wasn’t an evil man, but he was greedy, a sly merchant that would sell anything for coins. Thus, one day, a trickster spirit made a deal with him: to satisfy his hunger for gold, in exchange for his soul.
Little did the traveller know that the spirit would use his body for his own greed, to collect other souls. They are now sharing one body, the merchant looking for his gold, and the spirit collecting the souls of the lost wanderers.
In Game Function:
The purpose of the traveler is now to guide you through the map. In the beginning, he will show you the ways to navigate and present to you the different nations. Later, through a quest line, you will get friendly with the spirit and he will be willing to use his magic and teleport you to specific checkpoints and major cities.
Reference:
For this project I took inspiration from surrealism. While studying some representative artists of the artistic current such as Salvador Dali and Rene Magritte, I was inspired to give my character the distinctive features such as the long limbs (just like Dali portraits them in "The Temptation of St. Anthony" or "The Elephants") and the double faced coin in his head (as Rene depicts it in his paintings). In addition I took reference from other areas where surrealism was an inspiration, such as fashion (Heidi Lee). I used PureRef to put all the images together.
Sculpting an ancient, boney character was fun. Using reference from other artists, as well as anatomy and poses from real life, helped me study the bones of the body and how the deteriorated muscles would interact with them in different positions. I also gathered references for the old man's face in order to make all the realistic wrinkles.
Sketches:
In the beginning, I tried different approaches to how to incorporate two heads/personalities in one body. I tried experimenting with silhouettes and different positions of the head. In the end I decided to stick with the double sided "coin" face, which flips between personalities, one is the ancient traveler, the other is the trickster spirit.
Afterwards, I wanted to make some rough sketches of the body, in order to see how the proportions work together and have a better concept of what I was going to model. At this stage I also decided what kind of props and clothing he would have.
For me, having some kind of sketching, no matter how rough, helps making sure that the image from my mind actually makes sense when made real. You would be surprised how many ideas seem amazing in our imagination, but when you put them on paper, problems start to appear.
Modelling the body:
I started to sculpt the base shape of the model using ZSpheares in Zbrush. Once I had the silhouette that I liked, I roughly sculpted the ribs, some muscles and the head. For the first blockout I used big shapes with low poly count, to see if everything works together before starting to add details.
For sculpting I used the base ZBrush brushes such Move, ClayTubes and DamStandard brush, no custom brushes. As a final layer, I also used alpha brushes to create noise on the surface of the model. This later helped with the texture maps. Anatomy is very important, it can make or break the whole character. As such, I made sure to always go back to the anatomy reference and check if the bones and muscles are positioned correctly.
Using Marvellous Designer:
Right now, I am just a beginner when it comes to Marvelous Designer and clothing in general, however this is a subject I really want to develop, as it brings life and identity to the character.
Creating the props:
For the style of the props, I took some inspiration from the Asian culture, but I tried to reinterpret it and give it a personal touch.
Adding small details to the props makes the whole character look more realistic. Each small object is part of the history of the character. The melted candles, rusty wood planks, the locks, each adds believability to the character.
To make it visually intriguing I also wanted to add chains around the cupboard. To learn how to do that, I looked on tutorials on how to make chains in Blender. After trying some different variation, I found a tutorial that would make the chain be procedural, which helped me tremendously when modeling it around the cupboard.
Final Sculpt Detailing:
I used the same techniques to sculpt and add more details to my character. To add the final touch, I used a simple brush with a rough alpha in ZBrush, in order to add those scratches, and deteriorated look.
Retopology and UV mapping:
Having all the sculpted model done in high resolution, I then moved on to the next stage and did the retopology (the low resolution) of the character. For the body, I manually made the retopology in Maya, using its retopology tools. For the rest of the props, in order to save time, I used ZRemesher in ZBrush. With the high poly and low poly meshes done, I made sure to give each object their corresponding suffix, "high" and "low", so I can use the ID baking system in Substance Painter.
To prepare for Substance Painter, I also separated the UV maps on different tiles, allowing me to texture them individually.
Texturing in Substance Painter:
After importing my low resolution mesh in Substance Painter, I baked the high resolution mesh on top, using the ID matching system that I mentioned before.
To make the textures, depending on the object I am texturing, I start with a smart material from Substance Painter, on top of which I start adding my own layers of colours and different types of effects to tell the history of the character.
It is good to use the baked maps to your advantage when texturing. Using curvature and ambient occlusion maps to add depth to the character and emphasise some of the sculpted detail.
I used the Unreal Engine 4 packed setting to export my texture maps. However, I made some small changes to the channels in order to be able to export the emissive and opacity channels.
Rendering and Compositing in Unreal5:
After importing the objects in Unreal Engine 5, I made one master material to which I added a small blueprint system that enables me to adjust the intensity of the emissive and opacity.
For the final renders, I used a free HDRI from Poly Haven to make the lights in my scene. I then put HDRI through the Sky Light in order to lose the background of the HDRI, but keep the lighting.
The last stage in rendering is to adjust the camera and make the cinematic sequence. Make sure the character is in focus and that the camera has the most optimal settings for your desired results.
Final thoughts and advice:
Overall it was a very exciting project to work on. I got to learn so many sculpting and texturing techniques, while also having fun and experimenting with the design.
My advice for anyone that is at the beginning of their 3D journey is to enjoy the learning process. As all of the arts, 3D modeling takes years to master and there are constantly appearing new techniques and functions to discover. Start with something small, make sure you learn the fundamental workflow, and the best part, have fun bringing to life the most interesting and unique characters you can think of. Being consistent helps you improve and achieve your goals.












