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When I first saw Mike Azevedo's original artwork on Artstation I knew I wanted to turn it into a 3D piece. Not only it was going to be challenging, but I would be able to learn a ton and expand my experience on characters, environment, and grooming.

Compositing breakdown

Giant

The first step in my process was to build the giant.

After sculpting the character in ZBrush I brought the mesh into Mari to create its shader maps.

In Mari, I projected painted skin displacement using a variety of Texturing.xyz maps. Then, I used a combination of those and mesh maps generated in Substance Painter from the high poly character, to procedurally create the Albedo for the skin with a few painted corrections.

Finally, I masked out different zones of the body and the face (such as the lips, the eyelids, cheeks, etc...), to control their roughness value separately.