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[Original 3D] Frost-Bearded Wanderer 【原创三维】霜髯野客

Here's another original next-generation character. I've done a lot of wide robes and loose sleeves before, so this time I tried a tighter fit. The armor wasn't designed based on historical accuracy—it leans more into fictional imagination. Of course, this also led to a lot of issues with equipment connections during production. Originally, I planned to use Nanomesh for the armor, but the results weren't great, so I switched to DS for procedural scale armor. If I hadn't wasted time reworking things in the middle, it probably would've been finished much sooner.
Finally, I posed it in ZBrush and used a hammer model I made earlier—it actually pairs pretty well. Overall, the core techniques are still the old ones, but I incorporated some new methods in certain areas. You could call it a case of partial iterative evolution.

霜鬓映金鳞,
蓝绡覆征尘
铁衣凝旧血,
烽烟蚀剑痕

又一个原创次世代角色,之前做宽袍大袖多了些,这次尝试一下紧身效果。铠甲没有按照历史来做,架空想象更多一些。当然这也导致制作的时候,装备衔接的地方出了很多问题。本来铠甲是想用Nanomesh做的,但是效果不行,后来又换成了用DS做程序化鳞甲,要是中间不折腾返工的话,估计早就搞完了。
最后在ZB里摆个姿势,用了用之前做的一个锤子模型,看着还挺搭。总的来说大方面还是旧技术,局部还是用了一些新方法的,可以称之为局部迭代进化了。