Morris was my first full-body Zbrush sculpt. I was still learning the software, and wanted to create a model of a character I’d designed previously as well as experiment with emissives and cell shaders.
This project taught me the value of good topology and shapes even in high poly sculpts. While her actual shapes and pose are very solid, the lumpiness of her shapes meant that the shader caught her forms in very odd ways. If I were to reapproach this sculpt now, I would focus more on smoothing out her jacket and hair and generally construct her in a less destructive manner.
Despite these concerns, I still enjoyed the process of working on her a lot and would still consider this a successful project.
Character modeled and shader created in Zbrush. Character shown rendered directly in Zbrush (right) and Keyshot (above).
Left: the turnaround I drew of Morris before I began modeling her. I referenced this turnaround heavily throughout the sculpting process, but found myself deviating from it in several instances- I found that her main hair section looked better when it was stylized in a manner that matched her bangs, for example.
I also ended up removing the little logo pocket on her jacket. The pose I chose meant it wouldn’t be visible from many angles, so I decided including it was unnecessary.