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How to create a Vagabond-inspired manga character in 3D with ZBrush

Workflow in Marmoset Toolbag 5

The main reason I use Marmoset Toolbag 5 is that it offers very fast real-time rendering and can handle high polycounts. There are a lot of differences from the previous version, but I don’t use these additional features so I can’t say much about them.

Lighting and rendering

Most of my work uses at least three light sources: a main light and two rim lights. So far I haven’t spent much time delving into lighting in depth, so I’ll stick with these basic methods of light placement.

Diploma

This project took two weeks to complete. Perhaps the most exciting parts for me are cutting out the face, posing, and admiring the final product after rendering.

The biggest challenge I face is probably my health. I often sit for long periods of time and immerse myself in my work, which has a major impact on my well-being. I hope to change this habit. Just kidding, the real challenge is probably creating faces with personality and style, which really requires long-term research and practice. At the moment I am not yet satisfied with the results achieved.

The experience I gained from this project could be related to making samurai shoes. Translating concepts from 2D to 3D requires a lot of skill if you don’t have a detailed design blueprint (front, side, back, etc.). You should have a basic knowledge of character design to understand the concept artist’s intentions. For example, what do the large shapes of the sign mean? Have I recognized and maintained this intention? How is the silhouette of the figure emphasized? Where is the contrast focused? There is a wealth of knowledge that a 3D artist must acquire from the 2D knowledge base. We don’t need to be able to draw, but we do need to have an understanding of art to progress.

For me, style means creating something within the rules we set. So if you want to create a style for a character, you need to analyze these rules. For example, will the body proportions be the same as those of a normal human or will they be exaggerated in some areas such as arms, legs, waist, etc.? How are the edges of the character described? Are the details simplified or exaggerated? Analyzing and understanding the principles of the style you are aiming for will help you create a character in that style.

All these images are from my recording video. You can follow my YouTube channel and watch it upload.

Anh Trần, 3D artist

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