ZHANG XIAO: HOW I MADE THE ORC
At the beginning, I used to create a new artwork every month. I don’t have as much time now. I still collect garage kits, but my budget is really small, so I hand-carve figurines and paint them myself. Mud carving is one of my favorite types of 3D art.
How I made the orc
The Orc project has been in the back of my head for a long time. At work, I use the Chinese aesthetic style, so in my personal time, I love to do different things, like monsters. I played World of Warcraft when I was a student, and I am such a fan of the game that I have always wanted to reproduce its characters. I chose to portrait Hellscream: he represents the extraordinary physical power of orcs and the fighting spirit of someone who refuses to become a slave.
Unfortunately, I ended up having little time for the realization of this portrait, so I had to simplify the schedule:
- Finish the high-poly mesh UVs in ZBrush
- Paint only a half body
- Finish the texture in Substance Painter
I spent almost 90 hours on the high-poly mesh and inserted some my own ideas for accessories and other elements. The most complex part definitely was the hair: I made it in ZBrush.
Open the baking panel, choose the maps you want to bake, the texture size, and import all high-poly meshes. The trick is to use the Match By Mesh Name option.
For the texture process, let’s take a closer look at the orc’s facial skin.
I like to begin by looking for references. After so many fights, the skin should be very rough and weathered. The detail spots and wrinkles need to have small, medium, and large variations to avoid looking uniform. Furthermore, the color of the forehead, neck, and back tends to be much darker.
First, fill a base skin color, then add a Fill layer with baked lighting to get a subtle lighting effect.
Keep adding more Fill layers with Ambient Occlusion, using the Soft Light blend type.
Next, add a layer – I prefer using Brush Dirt 1 to paint different colors on the face and to get the big picture of the texture direction.
Then add MG Dirt to achieve a peeling effect.
Then copy/paste, change the color a bit and add MG Dirt to make richer details.
Why I chose Substance Painter
I loved the awesome promotion videos. After I tried the software, I was quickly taken by its excellence. I began with BodyPaint, transitioned to Quixel Suite, and now use Substance Painter. It’s intuitive, convenient, speeds up the project progress, improves work efficiency, and it’s easy to learn. The layers are similar to Photoshop, particularly after the Substance Painter 2.5 update. The digital pen pressure controlling and opacity of the brush helps a lot, and it works for both hand-painted and realistic styles. It’s an essential software for me right now.
Substance Source for Painter lets me directly access the Source library from the Painter UI, downloading materials to my library without having to exit my project. Also, the anchor point feature from Substance Painter 2017.2 is useful. It offers infinite possibilities for layering materials. I truly look forward to every update from Substance Painter, as it brings me surprises every time.