Succubus Bartender
Built with a CAT rig via 3ds Max, this model is fully skinned and perfectly suitable for animation.

Built with a CAT rig via 3ds Max, this model is fully skinned and perfectly suitable for animation.

Full Marmoset turntable here for inspection!

Lighting via Marmoset 4 has been a joy! To tweak my colours, I've been forcing myself to switch to the ACES tonemapper to better learn how it reacts to coloured lights and create desired post fx without photoshop work.

Lighting via Marmoset 4 has been a joy! To tweak my colours, I've been forcing myself to switch to the ACES tonemapper to better learn how it reacts to coloured lights and create desired post fx without photoshop work.

Painting the skin used a basic thermographic map to place blues, yellows and reds across the body to use a solid base for futher shading down the line, in acordance with the theorectical bloodflow of a character.

Painting the skin used a basic thermographic map to place blues, yellows and reds across the body to use a solid base for futher shading down the line, in acordance with the theorectical bloodflow of a character.

Brushing in highlights and shade manually gave me far more control over just the plugin and gave the light and dark areas more contrast by force, boosting the stylised look even more while still benefitting from a PBR setup for lighting the final model.

Brushing in highlights and shade manually gave me far more control over just the plugin and gave the light and dark areas more contrast by force, boosting the stylised look even more while still benefitting from a PBR setup for lighting the final model.

Handpainting the eyes and using the diffuse as a mask for the emmisive was on the last minute changes I made during rendering and really helps draw attention to the face.

Handpainting the eyes and using the diffuse as a mask for the emmisive was on the last minute changes I made during rendering and really helps draw attention to the face.

Spending the time to skin and pose a character gives it so much more personality and is vital when trying to respectfully translate a 2D piece into a 3D one.

Spending the time to skin and pose a character gives it so much more personality and is vital when trying to respectfully translate a 2D piece into a 3D one.

Highpoly captured from Zbrush.

Highpoly captured from Zbrush.

Succubus Bartender

After a long time in the works, I've finally finished my take on the Succubus Bartender envisioned by the wonderful drawings of @luciferinq!

Standing as my most complicated project to date, I've tried to push my skills and expand my horizons with using new tools and techniques for both sculpting, baking, texturing and rigging, either speeding up or flat out improving the result each time.
Combining both PBR and handpainted techniques was in paticular super successful, giving texture to what previously would be overly smooth and overly reliant on Substance Painter's procedurals using baked data in previous attempts.

Rigging was also a smoother experience, splitting the model into separate parts to skin one at a time rather than working with a complicated combined mesh right off the bat made things far easier to diagnose problems. With more time, even more tweaks could've been made to the skin to iron out any further issues but as it stands, this has been one of the easier projects to prep for posing because of this.
The final mesh came down to 33,311 polys from a 4.5 mil high poly across 3 x 1k texture sets and with some further time to modify, this could likely come down further on all fronts but falls within my limit of 35k I wanted to stick to for this.

Again, a special thanks goes out to @luciferinq / https://twitter.com/luciferinq for kindly loaning me the concept, if you're in the market for custom work or just want to see some awesome 2D stuff, absolutely go check them out!

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