This is a fan design for a Post-Heart Of Thorns Sylvari Commander that I have been working on in my spare time next to University these last few months.
Really felt inspired after reading through Kristen Perry's great post about the Sylvari Art Direction and decided to go for something 'Winter Rose' themed that both keeps in with "noble, beautiful, plant" but also adds some of the influences other cultures might have had on a Sylvari after defeating Mordremoth together. I've been wanting to do something Guild Wars related for a while now simply because of it being one of the main things that got me into digital art, to begin with, and because it kept with me for more than 10 years now. (I still really fondly remember the Guild Wars 1 loading screens and outfit designs.)
Taking on this project I wanted to experiment more with a non-linear, flexible designing process. That meant starting off with an idea sketch, going straight into 3D, and then going back and forth between painting over my model and concept modeling in Maya. I really wanted to get better at iterating the design quickly in 3D and making flexible decisions, as well as improving my modeling and sculpting skills.
Another part I was interested in delving into was texturing the character in a way that allowed changing the colors non-destructively, similar to how Guild Wars 2 allows multiple dye channels to drive the color of armor components. I set up different anchor points in Substance Painter for general components such as: Leather, Cloth, Metal, Petal (Gradient A and B), which in combination with a HSL-Filter allow for quick recoloring.
Finally, I also got more into Unreal Engine 5's control rig and set up a simple rig (with both Ik and Fk Controls for legs, arms and spine) to pass on to a friend from University to animate.
Lots of love and gratitude to everyone who gave me advice and feedback! This really was a fun project overall and I felt like improved a lot of my basic skills and understanding regarding 3D Character Art.
This character ended up at roughly 52k triangles with two texture sets (Normal, Diffuse, ORM, and Emissive). The presentation renders were set up in Marmoset Toolbag 4.
The background image is from https://heartofthorns.guildwars2.com/media/. Programs used are Maya, Zbrush, 3D Substance Painter, Marmoset Toolbag 4, and Unreal Engine 5.