Hi all!
Not much to see here yet, but we started working on a Bizon skin for our first submission. The last couple of days have gone to cleaning up the original Bizon model so it smooths nicely. Now we can import it to Zbrush and start the detail work. We are going for a 70's themed skin.
Replies
Baking and texturing next
Ingame model with unlit shader and no normal map
Bake comp
I tried to make a step by step illustration. Not sure how helpful and explaining it is.
For the high poly you don't need matching topology or UVs. If you use the original model from valve as a low poly bake mesh it should work fine.
I'll be gone for a couple of days. Hope i can wrap this up when i get back home
The smiley on the back is a pressure/heat instrument. I hope it will be clearer when the texture is done.
I wish i had more time on this skin, but I will do my best to wrap it up nicely. This will be a long night!
Lots of stuff to fix. I screwed up the colors too much. I miss that orange i had earlier. There are also too little detail in the texture and a bit too much contrast. 1 step forwards, 2 steps back
Now i think i only have decals and color correction/ overall tuning left. I also need to make an exponent map.
Soon done with this skin. If i calculated right the deadline is in 3.5 hours...
You can now see it on the workshop
http://steamcommunity.com/sharedfiles/filedetails/?id=693779751&result=1
I wish everyone good luck
I see what you mean, but don't dare to fix it now because the deadline is over. I'll wait for the judging before i do any fixes.