Taki (Soul Calibur fanart)

Hi! This is Taki from Soul Calibur series. Made for 'Sculpt Jam: Fighting' mini-challenge, where the goal was to make a 3D fanart of an existing fighting game character and put it into a scene with pre-animated camera. The result should be somewhat similar to what pwnisher does, but on smaller scale.

To push myself I decided to model entire thing in Zbrush. Never tried this before, and never will again ever lol. Combo of Maya+Zbrush with GN Import/Export bridge is unbeatable for me.

This character is not finished yet. Doing another round after this, needs a proper texture pass, better rig and animations.

To make this even harder I tried plugging in Marvelous Designer for dynamic wrinkles and folds simulation. Having harness to work properly with cloth layers wasn't easy, but I think I know how to properly approach this now.

2 super useful plugins that keep my sanity intact

www.artstation.com/marketplace/p/VO29d/rizom-uv-bridge
www.artstation.com/marketplace/p/8vPd/gn-zbrush-maya-import-export-tool

Sorry I'm no animator, this is literally first idle loop I ever did

Walk cycle test in Maya Advanced Skeleton

final (not really final) render. Textures are not 4K, lots of noise, I want to improve all that on next iteration of this project.

final (not really final) render. Textures are not 4K, lots of noise, I want to improve all that on next iteration of this project.

alternate dark for phone wallpaper

alternate dark for phone wallpaper

alternate angle

alternate angle

raster render in Marmoset Toolbag, anisotropic satin material looks realy cool here compared to raytraced mode

raster render in Marmoset Toolbag, anisotropic satin material looks realy cool here compared to raytraced mode

sepia render with film noise in marmoset

sepia render with film noise in marmoset

base mannequin, starting point for most projects

base mannequin, starting point for most projects

face with eyes closed so I can continue on the rest of the character without getting distracted

face with eyes closed so I can continue on the rest of the character without getting distracted

gear blockout done

gear blockout done

refined face, V1

refined face, V1

final face shape, polypainted zbrush model, looked in Marmoset. She'll change a lot along the way, but this is a good start.

final face shape, polypainted zbrush model, looked in Marmoset. She'll change a lot along the way, but this is a good start.

Zwrapping topology over the dynameshed body

Final  dynamic SubD mesh in Brush BPR render

Final dynamic SubD mesh in Brush BPR render

Final gear model in Marmoset

Final gear model in Marmoset

sword! I think it's Nodachi, correct me here

sword! I think it's Nodachi, correct me here

Finished harness model

Finished harness model

final model turnarounds

wires. Sculpted faces will be zremeshed later.

wires. Sculpted faces will be zremeshed later.

Rizom UV, UDIM workflow

Rizom UV, UDIM workflow

riggin, advanced skeleton, NG skin tools

riggin, advanced skeleton, NG skin tools

Baking in Substance, pretty robust and reliable now.

Baking in Substance, pretty robust and reliable now.

Satisfying baking

sewing in MD

sewing in MD

partially successful wrinkle animation test

Testing rig with quick idle pose

Testing rig with quick idle pose

combat idle pose

combat idle pose

setting up cameras in Toolbag

setting up cameras in Toolbag

untextured model fully assembled

untextured model fully assembled

Moodboard, mostly official artworks. I didn't follow any specific concepts, mostly used them as inspiration for my own design

Moodboard, mostly official artworks. I didn't follow any specific concepts, mostly used them as inspiration for my own design

Sword refs

Sword refs

I was stuck with harness design, had my friend Khantian help me with functional rig, mad props to him, turned out really cool.

I was stuck with harness design, had my friend Khantian help me with functional rig, mad props to him, turned out really cool.

Rough cut of livestreams, 93 hours

Rough cut of livestreams, 93 hours