Mongolian Warrior

Character Breakdown

Zhang Mingkun

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Zhang Mingkun

Character Artist

Introduction

My name is Zhang Mingkun. I am 24 years old and currently live in Chengdu, China.
I have been engaged in the 3D Art industry for about 3 years.

Project

I am a fan of the game, Ghost of Tsushima, I like the models and concepts used very much. I have collected many art sets/references and intend to make a model inspired by the game, by myself.

Original concept from Artist: Mitch Mohrhauser.

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Goals

When I created this character, I made some small changes and did not completely use everything in the concept.

I wanted him the character to show he had some kind of combat experience. His equipment is full of traces of war and his eyebrows show a murderous spirit!
This is also my first attempt to use Marmoset Toolbag to complete the final rendering.

I hope that I can exercise my art ability and learn some techniques that I can’t touch on in my office work by making this complete character work.

Software

  • ZBrush
  • Maya
  • Marvelous Designer
  • Kanld
  • Substance Painter
  • Xgen
  • Marmoset Toolbag
  • Photoshop
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Modelling

I want to exercise my body modeling ability through this work, so I plan to re-make a nude model of a male body.

Using the pre-made manikin, I use the Transpose Master tool in Zbrush to adjust the movement of the character.
Because the body is wrapped by equipment I want to give enough space in the arms and legs.

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The head also started from a basic pre-made mesh.

First, I make a symmetrical foundation and then add some changes in facial expression.
The pore details were added using the ZWarp plug-in in ZBrush and then projected onto the highpoly model of my sculpted head.

Because the structure of the face may be weakened during the mapping process, I try and make larger and more seen details, the more obvious structures and angles highlight the strength of the character.

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I used a clumsy method to make the armour.
First, I make two different types of chains. I then unfold the UVs, otherwise, it will be very troublesome later.

According to the surface, the chains are going to be placed, I adjust the size and placement trend of chains in Maya, stacking them up nicely, then I make some random irregular changes, which will make the work more realistic and enriching.

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The props in my production projects often use the Creased in ZBrush with the Dynamic Subdiv tool.

It is convenient to adjust the contour and structure of the model when the number of faces are small.

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Chains

There are two places where I used chains in my project, the chains beneath the leather and the other are the chains hanging at the waist.

There is no need to make damage changes to the chains beneath the leather, but I used Substance Painter to add damage to the others.

Hair

For the hair, I use Xgen to generate different patches of hair with UVs.

I then use the random selection plug-in to quickly make four different hair patches so that the hair does not look particularly stiff.

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Face

The face map is first filled with a layer of the most basic color, the cheeks and the nose are red and the part that is the beard is blue.

After painting the majority of the large surfaces of the face, I started to add some color to the pore details, which accentuated the ao and made some contrast between light and dark.
Finally, I add spots and faint color changes, stains and scars are added after.

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Lighting & Rendering

This is also my first time completing the final rendering through Marmoset Toolbag.
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The lighting method is the same as any other rendering software, I try different lighting methods according to my own characters.

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Conclusion

I learned a lot when doing this project, and encountered many difficulties in production, but now there are many learning methods on the internet you can use to help.

When I find the right method to improve the effectiveness of the model, I really have a sense of achievement.

I would like to thank Teacher Cui Shijie for giving me suggestions on the model.
I hope to make further efforts in the future.