What you need to know about the ring stills now

Okay, so, recently I was messing around with some stylized character stuff, right? And I kinda got fixated on trying to create those cool, almost-hyperreal, "the ring stills" – you know, like super-detailed, cinematic portraits.

First thing I did was gather references. I'm talking mood boards galore. Pinterest, ArtStation, just trawling for anything that felt even remotely close to what I had in mind. Key things I was looking for: strong lighting, interesting textures, and a general sense of drama.

Then, I blocked out the basic character in Blender. Nothing fancy, just getting the proportions right and establishing the pose. I wasn't going for realism, more of a stylized look with slightly exaggerated features. Think like, bigger eyes, a sharper jawline, that kinda thing.

What you need to know about the ring stills now

Next up, sculpting! This is where I spent the most time. I used Blender's sculpting tools to add details like skin pores, wrinkles, and subtle imperfections. The key was to not go overboard – I still wanted to maintain that stylized feel. I used a bunch of different brushes, the clay strips brush was my best friend here, and I constantly zoomed in and out to check how the details looked from different distances.

Retopology was a pain, as always. But it's necessary, right? I used Blender's manual retopo tools to create a clean, efficient mesh that would be easier to texture and animate later on, even if I wasn't planning on animating it right away. It's just good practice, you know? It took a while, I won't lie.

UV unwrapping time! Another not-so-fun part, but crucial. I tried to keep the seams hidden as much as possible and made sure to pack the UVs efficiently. I used Blender's automatic UV unwrapping tools for the most part, but I did some manual tweaking to avoid stretching and distortion.

Texturing in Substance Painter was where things really started to come together. I started with a base skin material and then layered on details like color variations, subsurface scattering, and specular highlights. I spent a lot of time tweaking the roughness values to get that almost-wet, hyperreal look I was going for. I also created custom stencils for things like freckles and blemishes.

For the hair, I used Blender's hair particle system. I created a few different particle systems for different layers of hair, like the main hair mass, flyaways, and short hairs around the hairline. I spent a lot of time combing and shaping the hair to get the desired silhouette. It was a real back-and-forth process of tweaking the particle settings and adjusting the comb brushes.

What you need to know about the ring stills now

Lighting was super important for achieving that cinematic look. I used a three-point lighting setup with a key light, a fill light, and a backlight. I played around with the intensity and color of each light to create the desired mood and atmosphere. I also added a subtle rim light to help separate the character from the background.

Rendering in Cycles. I cranked up the samples to reduce noise and used a few different render layers to isolate different elements of the scene. This gave me more flexibility in post-processing.

Finally, post-processing in Photoshop. I adjusted the colors, contrast, and sharpness to give the image a final polish. I also added a subtle vignette to draw the viewer's eye to the center of the image. I did some dodging and burning to accentuate the highlights and shadows.

And that's pretty much it! It was a lot of work, but I'm really happy with how it turned out. Learned a lot about stylized character creation and pushing the limits of realism in 3D. Definitely gonna try something similar again soon!