Turntable Render using EEVEE (Blender 4.2)
This is a personal project where i sculpted Shadow the Hedgehog (Property of SEGA) using Zbrush and Blender. This is in follow up to finishing the Crimson Ronin course by Pierrick Picaut.
I needed a personal project that i could cover all bases with, from the sculpt to the rig. And in the process i have learnt alot, and i would like to take the time to write down some points for myself in the future and to any artists reading this.
During the sculpting stage It helped so much to have clear references for each part of Shadow, I had little to no issues recreating his form and style, i struggled a bit with proportions but that can be boiled down to lack of experience sculpting.
One of the things i wished i had going into this was a clear plan for what i wanted the final to have. In the final product i had no eyelid controls because it was not something i had sculpted in. The same could be said about the mouth, even though i had found a work around, having a clear plan for what the final should be would be essential for me, moving forward.
As for the retopology, i feel in some places it could have been optimised with more tris and less loops, however in places like the hands, i could have benefitted from a few more loops to ease the weighting. I had followed a more, optimised game character topology which was not something i needed to focus on for the final. (although, it later proved to be beneficial for my computers hardware).
The baking process for both Normals and Ambient Occlusion went smoothly with no issues. But for the future, i need to focus more attention toward my texturing. With texturing being the part i disliked (partly due to using a mouse and Blender for my painting) I found myself cutting a few corners just to finish this stage. I had made a RGB mask for the different colours but struggled to get clean lines between texture borders (especially on the arm bandages.)
Working on the textures also brought the issues of UV resolutions to my attention. Having everything on one 4k map turned out to be inefficient for me. In the future i should separate more UV islands onto separate maps of varying resolutions from 2-3k
The rigging process was smooth sailing due to prior experience under my belt. During this process i discovered the issues mentioned earlier about eyelids and hand topology, which by then, was too late to fix.