

Step 3: Blocking out the character in ZBrushĪfter I'm happy with the 2D sketches I jump again into ZBrush to start blocking out the rest of the character, adding more details on the anatomy, skin texture and so on. Overpaint on top of 3D base models to resolve the costume more.Sketch in two views of the chosen design.After that I overpaint it in Photoshop and keep exploring with the costume and general shape of the design.

When I'm happy with the overall look I jump in to ZBrush, and I do a base mesh of the body. I'm not great at drawing, but in this case I start to explore with the design of the character, trying to solve the design as much as I can. Mood board with real life references Step 2: 2D sketching I always try to get real life references, this helps a lot to achieve a realistic concept with great anatomy, textures, material separation, costume, armor, and props.

This is one of the most important steps when you want to create something. In this making of I will talk about the creation of characters with a costume from scratch, mixing real life references to get a believable design in terms of anatomy, texture, costume/armor, props and so on, starting with a basic 2D sketch to the final render using 3D tools. Santiago Betancur dives into the workflow behind the design of some of his awesome character concepts, exploring costume and asset creation in ZBrush, Keyshot, and Photoshop.
