Hello all, I am working on this project that I hope to finish by Wednesday... there is still a lot to be done.
Here is how I started, I wanted to find some cool ideas for the ghost, so I started with a sphere doing some fast shapes and colors after a bunch of scary images research ....
I wanted to find a nice balance between scariness and beauty, I wanted to introduce a normal and beautiful woman for later make a bizarre distortion of it and its reality,
After these tests I made a retopo inside Maya to have better flows and shapes to keep sculpting on it inside zBrush, I also blocked all the cloth inside maya and brought everything back to zBrush to finish the sculpting. I love sculpting cloths, I had lots of fun doing all this parts.
I recorded a little bit of the sculpting process when I was on it, but after a while I forgot to keep turning the record options on.
After finishing all the sculpting and retopology I started to work on the texture of the character, I started to work as a normal living person to first think about its real structure for later stylize and change colors. I chose 3D coat to work on the Ghost skin, and substance painter on the clothes. 3D Coat was 100% essential for this since I added the head as its own UV atlas set and so I had to paint through the materials and uvs without and Seams on the neck, 3D Coat can do this type of stuff amazingly.
Here is a small render done in 3D Coat:
After I had a few renders I started think about the hair. I got a bunch of pictures and try to fit some cool hair styles that would work with her.
After I have almost everything done, I made a small in pose render inside vRay, with the final skin. I don't usually use vRay or pre rendered stuffs, I am a real time developer, but I think it is good practice to test new tools once in a while.
This scene was very based on PT game from Silent Hills, I think we can see some resemblance.
At the moment I am still working on the hair, here is a screenshot from Maya:
Now I am starting rigging, from now on it is going to be all inside Blender, I am also finishing the staircase, the scene that she is going to be fitted in, and start making some animations and prepare stuffs for Sketchfab, if some surprises jump scares ..
I started all the blockage and the scene start Maya, this is what I have by now, this is the may staircase scene without props or textures. This scene all props were textured with Substance Painter and Substance Designer.
All my models I made the low and highpoly inside Maya, adding extra edges loop on the high version and extracting the normalmap from xNormals, I only used zBrush on one object for the high map, all the others was only maya + substance highmap and texture painting..
I've made a bunch of props for the scene... I still have to do a few more, but here is what I have so far.
These pictures are tests inside Unity 3D.
I made a few functionalities and events happening in this demo, maybe after I post on Sketch fab I release this scene for you guys, there are lots of PT influence and I really learned a LOT creating it, from a better understanding of PBR to new programs and tools.
I programmed all events and effects with C#, like the depth of field according to your aim, some shimmer light.
It has been a really fun project.
Now I have to make everything as a whole inside Blender, animate and rig and than upload it to Sketchfab.
Can't wait to see the result it will give me within this scene, I love the render in this tool.
Thank you all, any feedback is supper welcome.