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Sentinel Ahri- A Character Art Workflow Exploration

Sentinel Ahri
A Workflow Exploration for High Poly Character Models
Concept
The goal for this project is to research and develop an efficient workflow for character art within ZBrush. In order to develop this, and with thanks to the original concept artist- Salah-eddine (Hibiki) on ArtStation, I worked off a fan concept for the game League of Legends to create a character skin for an in-game character, Ahri, which can be seen in the concept image below.
In order to keep accuracy to the game model, additional references were used to compare in-game proportions which served as the basic reference of the model while the above concept art served as the generalized design to be fitted to the referenced proportions.  The referenced images for proportions are provided below with thanks to Kylie Gage and Yekaterina Bourykina.
KDA All Out Ahri by Kylie Gage
Spirit Blossom Ahri by Yekaterina Bourykina
Research
Additional research was then done on character art blockouts and workflows through reference of the FlippedNormals and Folygon channels on YouTube for their informational videos on ZBrush and character art. Through this, I found that utilizing primitive spheres and shaping them into the basic components of anatomy would be the mosst effective way to get a basic shape establishing before using the Dynamesh tool in ZBrush to combine each of the pieces into the necessary meshes for further work. Once these pieces are established, the detail work can begin through basic sculpting practices and brushes and through hard surface work in ZModeler for crisp creases, smooth edges, and clean, low cost geometry. The workflow for the hard surface work was learned through Isaac Oster's Hard Surface in ZBrush Part 2 tutorials.
Production
The production of this model begins with a basic female blockout through the use of primitives before being combined into an initial blockout. Following this, Details can begin being added through a hard surface and sculpting workflow.
Female Base at the Beginning of Production
The Addition of Basic Clothing, Hair, and Combination of Subtools into Working Pieces
Further Detail Added to Complete the Blockout- All Basic Shapes and Clothing Pieces
The Beginning of the Initial Block-In Phase- Sculpting of the Face
Feedback at the Midpoint
Feedback was provided both in the studio and outside of it
The overall feedback provided on the current progress was generally consistent in its positivity towards the current state of the model in addition to many questions being asked about the workflow itself on how to create these models. Some feedback provided includes:

"This looks great so far! If I were to change anything I would even out the skirt to make it feel like a more consistent piece and would maybe make it a thicker piece so it doesn't get lost at the bottom."

"I love it! It looks like it matches the concept really well, but I would maybe look at the boots since they look like more of a wedge in the concept art than a heel."

"This looks so cool so far! Maybe save some of the smaller etchings for later parts of the model- like finalizing pieces, but so far definitely on the right track."

"Oh my god this is so good! I really wouldn't change much but maybe thicken and flatten out part of the hair to match the straightness of the concept? Other than that I don't really see anything."

All feedback was taken into consideration with the exception of the wedge vs. heel as I favored the look of a thick heel on the model.
Production Continued to Completion
Sculpted and Detailed Hair, Sleeves, and Hands
Sculpted and Detailed Bodice, Waist Detail, and Tail
Final Turnaround Pictured Without Dynamic Perspective
Final Turnaround Pictured With Dynamic Perspective
The two final images pictured above showcase the final model while also providing a look at the model with and without dynamic perspective, which is present in other programs along the character art pipeline. While differences are minor, perspective allows the model to appear as though it is standing taller and not compressed. This is most notable when looking at the boots and tail on the angled images. Unfortunately, due to large file size with the absence of a low poly, a 3D model viewer is unable to be provided and the final turnarounds presented above are the best way to showcase the final product.
Sentinel Ahri- A Character Art Workflow Exploration
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Sentinel Ahri- A Character Art Workflow Exploration

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