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Johnny Sorrow

For this piece I wanted to primarily showcase that I can make clothing for characters.
Due to the design of DC's Johnny Sorrow I thought he would be the perfect character to make.

This project took a bit longer whilst i learned a new work flow within unreal engine of making clothing assets for the engine and then being able to make the custom garments for metahumans wardrobe.

I had an issue of reimporting the posed quad mesh from unreal engine to ZBrush.
The way in which i fixed this was to rig the clothing using Character Creator 5. I fixed some of the weights in blender, then imported the posed meshes as morphs into ZBrush. Then sculpting over to achieve the final look.

Turn Table

base col, metallic, roughness, spec, world normal , render

base col, metallic, roughness, spec, world normal , render

wireframe

wireframe

grey render

grey render

Zbrush Renders

Zbrush Renders

outfit textured in substance painter - del

outfit textured in substance painter - del

My Main Reference from the Comic , JLA / JSA : Virtue and Vice illustrated by:
Penciller: Carlos Pacheco
Colourist: Guy Major
Inker: Jesus Merino

My Main Reference from the Comic , JLA / JSA : Virtue and Vice illustrated by:
Penciller: Carlos Pacheco
Colourist: Guy Major
Inker: Jesus Merino

pure ref board

pure ref board

udims

udims

unreal engine scene setup

unreal engine scene setup

I imported a metahuman to marvelous designer (hidden) as a base for making Johnny's Outfit

I imported a metahuman to marvelous designer (hidden) as a base for making Johnny's Outfit

clothing asset added to unreal engines metahuman wardrobe to have the clothing skinned to the metahuman.

clothing asset added to unreal engines metahuman wardrobe to have the clothing skinned to the metahuman.

I then posed the character in unreal engine using the animation sequence to get the specific pose

I then posed the character in unreal engine using the animation sequence to get the specific pose

I then brought the unreal engine metahuman to Maya so that it can be turned into a blend shape to make corrections to the clothing in Z-brush.

I then brought the unreal engine metahuman to Maya so that it can be turned into a blend shape to make corrections to the clothing in Z-brush.

after discovering that my mesh from UE was triangulated. I rigged the clothing  using cc5 in the end to keep the mesh topology consistent as a quaded mesh.

after discovering that my mesh from UE was triangulated. I rigged the clothing using cc5 in the end to keep the mesh topology consistent as a quaded mesh.

I then imported my mesh into blender to fix the weights of the rigged mesh and now it was ready for  zbrush

I then imported my mesh into blender to fix the weights of the rigged mesh and now it was ready for zbrush