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Behind the Scenes: Combat Peach

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INTRODUCTION

How's it goin?

Hello, my name is Rozwell and I have been a professional animator for about 8 years, creating 2D/3D animations related to casinos. On the side, I create my own characters and make fan art.

INSPIRATION

When making fan art, I like to imagine the character in a semi-realistic scenario. For example, "What if Peach had to escape and build her own weapon to survive?" In this instance, I felt that a sword was cooler than an umbrella.

CONCEPT

First, I gather concepts of the character using a tool called Pureref. This helps me to keep some consistency in my art.

SKETCH

Next, I create a sketch based on my references, introducing my own style. I use Clip Studio to make a quick sketch.

SCULPT

I use ZBrush to make my initial sculpt.

POSE

From here, I bring the low-poly model into Blender, rig it, and pose it so I can bring it back to ZBrush to sculpt on.

RE-SCULPT

Here, I'm sculpting again to refine and clean the model.

HAIR

I use a line curve, then shape a circle curve in the shape of the hair.

I shape the curve to make the end sharp by scaling its points. With this hair strand, I start laying it over my initial block-out sculpt.

LIGHTING

I tend to stick with normal 3-point lighting, but for this one, I added a few extra area lights to add edge highlights on the model.

POST-PROCESS

The final step is to do a bit of post-processing, fixing lighting levels, and adding some more effects.

RENDER - COMBAT PEACH

Thank you for your time, I hope you enjoyed reading this article and learned something useful from it.

Have a nice day!

About the Artist


Rozwell Ramirez, a 3D artist and animator. Currently working in the animation field.

 

About the Author

Avatar image for Alina Khan
Alina Khan

A self taught 3d artist, who seeks to excel in the computer graphics field. Currently a student, freelancer and the editor for the 'Behind the Scenes' at Blender Nation.

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