The Deckard Project

Decided to try human likeness to push myself, went with Harrison Ford in Blade Runner. During the project got interested in why the film looks the way it does, and tried to replicate the anamorphic ratio, softness, and image warping, and hopefully not too -in your face- lens flares. Really challenging and fun learning a ton.

Scene is done with sculpting, 2 vertex paint maps, Blender materials, and procedural nodes only. No external textures or scans. Post processing is quick curves adjustment and film grain texture both applied in Photoshop.

Update: Baked textures and re-topologized to low poly game ready meshes, corrected clothing colors, fully remade the Jacket into usable game mesh. The final goal is to get all of this into Cyberpunk 2077 mod where players can play as Deckard with properly rigged face, wearable jacket and usable gun (still to be modeled). Slowly but surely the project is coming together. The cyberpunk modding tools at the moment seem not quite there yet ( I have not seen successful face rigging when models are swapped, or it could be that I am missing something and need to dive deeper into the modding discord and tools themselves.

Black and white with alternate lighting and some Photoshop post.

Black and white with alternate lighting and some Photoshop post.

Messing with replicant eye effect and very simple head animation

Sculpt to Render

Sculpt to Render

Unicorn isolated, Eeveee screen grab.

Unicorn isolated, Eeveee screen grab.