Learning An Expert Workflow for Creating Anime Fanart by The Scout 4 years ago 4 min read Hello, my name is Claudius Dsouza from Mumbai, India. I recently graduated from 3dsense Media School. I started making this model as part of my school assignment. I selected this concept because I felt it had was visually appealing. So I took it up as a challenge to sculpt it and I wanted to share my process with everyone who might consider creating their own anime fanart. Reference After looking at my concept, I start collecting reference’s for anatomy and proportions as I’ve never done a stylised figure ever. Blocking After Collecting the reference, I start to block out my proportions and silhouette of my model in Zbrush. At this stage, I ignore the details and only try to get a rough feel of the character. Posing Once I get a general blocking out in the t-pose mesh, I pose my model using ‘T-Pose Master’ and continue sculpting asymmetrically. I check the weight if Its balanced or not and try to get my pose as accurate as possible while its still in the blocking stage to try to avoid changes in the later stages. For reference, I posed myself and asked my friend to click pictures of me (don’t be ashamed to pose yourself). Hard Surface I used Maya to model out my guns and every hard surface object as I’m comfortable with the software. Tip: Do not be afraid to use another software as what matters the most is how fast you make it and the output. Detailing Getting the face right was my top priority and after many attempts, it wasn’t looking right so I redid the face from scratch, and I got a satisfactory result. If things do not go your way or the model is just getting worse the more you work on it, just redo it from the beginning. Do not be afraid to scratch the work out just because you worked the whole day on it, just start again because that is how we improve as artists. For the Hair, I appended a sphere and modified it using ‘Snake Hook Brush’ to get its shape followed by zremeshing it and duplicating it around the head. Detailing the gun at the back was challenging due to lack of reference, but I pulled it off by getting an idea of the pattern of the design and modeling it from there on. Try to place yourself in the seat of the designer and try to imagine what he is trying to portray, be it style or silhouette or anything. The feeling is important! And lastly adding a floor with a similar design to the character helps in the presentation. Texturing I decided to polypaint the model and to use basic material setups for the materials. I didn’t use any textures for this model because I didn’t feel it would add much to it, so I painted flat colours with basic shading. I tried to follow the concept art and keep it over all simple. For the Skin, I used the concept art as the base colour palette using spotlight. It can be found under Texture>>’Add to Spotlight’ in Zbrush, from there on I started blending the colors using the ‘RGB Intensity’ slider for the brush. Rendering For this model, I decided just to render out one quick image using Zbrush and Photoshop. This process will not give you a production ready piece, but it’s mostly for the presentation of your concept or idea. This process is one of my favourite ways of rendering after watching a tutorial from Ben Mauro. I render various passes from Zbrush to compile one image in Photoshop using a little from each pass and combining it all together to get the final result. I started out by rendering a BPR (Best Preview Render) render from Zbrush. I didn’t mind if it was dark at first because I planned to light it up using many light maps from Zbrush. After getting my Base Render, I change the Material and the Light accordingly and export all of them out. I import all the exported passes in Photoshop. After getting my Base Render, I change the Material and the Light accordingly and export all of them out. I import all the exported passes in Photoshop. Most of the light passes are done using Photoshops ‘Screen’ and ‘Linear Dodge’ mode. The ZDepth pass is to blur the things that are further away adding a bit of depth to an image. Finally, I encourage people who are finding the right method and the best possible way to do things, just remember one thing that ‘There is no one way of doing things.’ Try new methods and do not be afraid to experiment with software or techniques. Look up websites to get inspired and keep working hard and do take rest. Rest is one of the main factors for improving. Never give up and keep self-motivating yourself!!! Finally, I would like to thank The Rookies for letting me share my process and everyone who has helped me in my journey, my lecturers and the people around me who have inspired me, motivated me to do my best. Read more posts by this author The Scout I'm part machine, part human, with a little sprinkle of unicorn tears thrown in to help me better understand the CG world.