Commander - High Res Process

Breakdown on the high res creation I made during one of my CGMA classes: https://goo.gl/9UX13T , for a test texture asset that'll be used at www.substancedays.com. More videos will be posted on my youtube channel and other pages when I can get around to it:
www.twitch.tv/pavmike
https://gumroad.com/pavlovich
https://cubebrush.co/pavlovich
https://www.youtube.com/user/Pavlovich2005/playlists
http://3d.cgmasteracademy.com/instructors/michael-pavlovich.html
https://www.artstation.com/artist/michaelpavlovich

Final high res done, rendered with a single plane in keyshot with an area light mat assigned (hanging above)

Final high res done, rendered with a single plane in keyshot with an area light mat assigned (hanging above)

For this simple render setup and a bit more, check out the video further down

For this simple render setup and a bit more, check out the video further down

Jacket off so you can see his backpack a little better

Jacket off so you can see his backpack a little better

Here's where I pretend like I'm not all thumbs when it comes to traditional sculpting

Here's where I pretend like I'm not all thumbs when it comes to traditional sculpting

custom base modeled in zbrush; see the video further down for the render breakdown and creation

custom base modeled in zbrush; see the video further down for the render breakdown and creation

Where the gun arm attaches

Where the gun arm attaches

Jaw and shoulder taken off

Jaw and shoulder taken off

High Res Render Passes

Started off super simple, trying to feel out what kind of character I wanted to make

Started off super simple, trying to feel out what kind of character I wanted to make

Added his tactical "cloak" pretty early, still has a more roman vibe

Added his tactical "cloak" pretty early, still has a more roman vibe

big punch hand! I carry this theme through to the final weapon, but change it to more of a spring loaded shield

big punch hand! I carry this theme through to the final weapon, but change it to more of a spring loaded shield

Everything's pretty much blocked out at this point; I've pulled in some assets from a previously created character (see "GDC 2015 FPS Female" in my profile)

Everything's pretty much blocked out at this point; I've pulled in some assets from a previously created character (see "GDC 2015 FPS Female" in my profile)

Just the body; without his jaw and arm he's a little beat up

Just the body; without his jaw and arm he's a little beat up

After the weapon blockout was finished "enough", I broke it out into its own file and centered it down the x axis for a little faster modeling

After the weapon blockout was finished "enough", I broke it out into its own file and centered it down the x axis for a little faster modeling

started rebuilding some big important shapes

started rebuilding some big important shapes

Right now the weapon has got an m4 mag hanging out the side (but no way to shoot anything)...so I made some ammo packs

Right now the weapon has got an m4 mag hanging out the side (but no way to shoot anything)...so I made some ammo packs

Took the boot blockout sculpt and rebuilt the major forms

Took the boot blockout sculpt and rebuilt the major forms

detailed up the major stuff a little (mostly wrinkles at somewhat lower subdivisions)

detailed up the major stuff a little (mostly wrinkles at somewhat lower subdivisions)

Rebuilt some major forms on the weapon arm, still not sure exactly how most of this is going to come together just yet

Rebuilt some major forms on the weapon arm, still not sure exactly how most of this is going to come together just yet

Put a decimated version of the updated weapon back into the body file to see if that gives me any ideas

Put a decimated version of the updated weapon back into the body file to see if that gives me any ideas

Boom! Wishing I had some models to pull from, then remembered I had some assets I had created for the ZB4r7 beta I participated in years ago (a turret gun and back hoe scraper thing)

Boom! Wishing I had some models to pull from, then remembered I had some assets I had created for the ZB4r7 beta I participated in years ago (a turret gun and back hoe scraper thing)

went through those assets and really helped me give some direction to how this thing was going to function

went through those assets and really helped me give some direction to how this thing was going to function

I had an ammo box created from the ZB beta test, but it looks kind of silly on his back (although, there ARE ammo backpacks out there)

I had an ammo box created from the ZB beta test, but it looks kind of silly on his back (although, there ARE ammo backpacks out there)

since he's no longer using m4 ammo, now he's got smaller pouches for his glock (I was lazy and basically just transposed them down a bit)

since he's no longer using m4 ammo, now he's got smaller pouches for his glock (I was lazy and basically just transposed them down a bit)

Changed his ammo box for a barrel style...there's a bit of artistic license going on with the overall scale of that thing in relation with a human, unless he's 12 ft tall

Changed his ammo box for a barrel style...there's a bit of artistic license going on with the overall scale of that thing in relation with a human, unless he's 12 ft tall

With the cloak off so you can see his backpack a bit better

With the cloak off so you can see his backpack a bit better

Weapon pretty much finished; spring loaded battering ram shield with a pretty hefty gun nestled inside

Weapon pretty much finished; spring loaded battering ram shield with a pretty hefty gun nestled inside

Skull boots so you can follow the path of destruction and not get lost!

Skull boots so you can follow the path of destruction and not get lost!

Not sure what he's going to use that glock for, or how he's going to reload it with one hand, but that's animation's problem :-P

Not sure what he's going to use that glock for, or how he's going to reload it with one hand, but that's animation's problem :-P