Model Nessa, Pokemon fanart, in ZBrush & Maya
This project started with an interest in Pokemon, an animation that I have followed since childhood, and it is one of the inspirations that has helped me create work to this day. I was interested in the female characters in the sword and shield Pokemon, this character was named Nessa. She looks beautiful and charming, so I wanted to create work inspired by her.
References & ideas
The first thing I do is gather references because this character has tanned skin. She looks athletic and sexy at the same time, so I started to find suitable references on the internet and in books. By looking for pictures of Nessa characters first, athletes, anatomy, and poses of women, in order to make the work come out beautiful
I use Mannequin and the ZBrush anime head as a starting block to create a Nessa body. I use DynaMesh to customize the form. For the main shape adjustment, I like to use Clay Buildup, Dam_Standard, Move, Inflat, and Smooth. However, I like to cut hands and create new ones.
Extract the costume
I use the Mask Pen to drag it to the position and separate the costume. I set the thickness to 0.03, then press Ctrl+Shift+left-click on the costume, then press Del Hidden and ZRemesher to make the model look clean, and then use Zmodeler-Extrude - All Polygroups to make them thick. And add further details to the costume with Zmodeler again.
I use the cylinder and use the Move tool to make the shape from, then adjust it to look curvy using the Move topology brush and Smooth brush. Then I add details using Divide (Ctrl+D). Then repeat, shape the shape and use Spiral Brush to make the curves more beautiful.
First, Unwrap UVs, then adjust the model to high resolution (Ctrl+D). You can press Colorize and remove Zadd so you can paint.
I like to use T-Pose as a beginner. So in Pose, I use Tranpose Master-Tposemesh, then use Maskpen and Move tools to create beautiful postures. For decoration, I like to use Move, Standard, and Smooth brush. When the model is posed, press Tpose / SubT.
Create texture map and normal map
Create textures: To create textures, adjust the model resolution to high, then press New from Polypaint to create a texture map.
Create normal map: Adjust the model resolution to a minimum, then press Normal Map - Create Normalmap. After this, you can export for use in Maya.
Setting, lighting and material
I use Maya to render this work by importing files from ZBrush and creating a backdrop, lighting, and adding material. I set each section so that the work looks beautiful.
In Photoshop I made some adjustments to the brightness and contrast.
With that, I was done. I hope this making-of is useful for you guys.