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Hall of Legends: CAPS

Hall of Legends: CAPS!
- This is my 4th year sculpting statues for the LoL Esports marketing campaign

The hard part of these isn't the sculpting. It's that a 2D concept doesn't have to obey proportion, while a 3D model does. Stylised figures get much of their look from forced perspective and cheated proportions, what reads correctly in the concept often isn't proportional to the character's actual size. Matching the pose and the camera means deliberately breaking the anatomy to land the same silhouette.

So I work loose first. Extend limbs, push proportions wherever the shot needs them, before any detail goes on. But more often than not, new iterations require proportions to change after the character is already posed and detail has already been added.

What makes that workable is working non-destructively, by separating the posing from the sculpting entirely.
Once the character is fully assembled in ZBrush, Transpose Master collapses it to a single low-poly mesh. I export that, rig it in Maya, and do all the posing and proportion-stretching there, against the concept. Pushing the reposed low-poly back through Transpose Master then propagates the new pose and proportions onto the full detail version automatically.
Which means pose iteration is free. I keep sculpting on a symmetrical, neutral character with symmetry on, and any time I want to try a different pose or push the proportions further, I go back to the rig and re-import. It's worked rather well, fourth year sculpting these for Hall of Legends. Still the most fun fix that allows me to get in a creative sculpting flow without worrying about the technical!

Curious whether anyone would solve the perspective matching differently?