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Terra

A Horizon Zero Dawn Inspired character: Terra - a machine whisperer.
In this project, I learned proper anatomy for characters while having a focus on the face and hair.
With masterclass tutorials from Johan Lithvall, I managed to create hair cards by learning the hair creation pipeline using Xgen to create the hair texture and placing them manually with Maya deformers. It took a long time to properly place them but it was worth it in the end as the final result looks way better than my previous hair card methods.
I followed the clothing workflow shown in a GDC talk on how the Guerilla team simulated clothing with uncommon sewing patterns from Zbrush to Marmoset, back to Zbrush, and then Maya.
One major advantage of this method is that the UV is already completed when the sewing pattern is completed, so the rest of the work is to retopologize the clothing and transfer UV. However, because of the complex sewing pattern, Zremesh cannot give a good topology even with polygroups and creases made from the simulated mesh, so I have to manually retopologize all of them to get the proper control and follow the wrinkles created from the simulation.
Thinking back, I would have made more variation on the hair texture, just to make the hair less repetitive when viewing up close.

Haircards

Haircards

Here are the texture I used to make the hair cards. They were made with Xgen in maya, then bake onto a plane.

Here are the texture I used to make the hair cards. They were made with Xgen in maya, then bake onto a plane.

Cloth

Cloth

UV

UV