Turns out it was time to give up.. I feel like that was a way too big of a project to come back to stylized char/creature creation, so I'm going to put that on pause for a bit and get to study with small projects, for example now I'm doing a female bust sculpt to practice stylized anatomy/appealing, I might advance this one to retopo to practice texturing, not sure yet tho.
Last week I started blocking out some armour, learned how to use material blending for scalp hair and stuff like blood decals, which I will also use for stuff like facial tattoos and so on. Also worked on a walk animation for the male basemesh.
I'm kind of doing everything all at once, so zbrush progress might be slower than normal, but that's because I'm also doing stuff like learning animation, painting weights, learning UE5, and fixing minor things here and there as I go. Lots of back and forth between softwares, and I definitely need to download more hard drive space.
For the armours, there will be two variations; normal cuirasses and cuirasses with the backplate removed or altered to be compatible with wings to accommodate the vampire and infested race. Extraneous rigid meshes that poke through helmets like antennae or horns will be handled with a different method. Equipment slots will likely be divided into helmet, cuirass, gauntlets, cuisses and greaves. May or may not be individual pieces (different gauntlet on each hand).
AIGen Disclaimer: Blood splatter alpha masks generated by Stable Diffusion and edited by hand.
Just in case: For shapes like this, Unfold Strip from Loop works reasonably well. You might have to split up the mesh in some cases, though.
Straighten rarely works for me, some distortion is expected with irregular shapes, but Straighten introduces massive differences without discernable rhyme or reason (on 2022, here).
In my experience, your best bet in most cases is to roughly shape the uvs with Peel (LSCM) and pinning vertices + relax into a rectangular(ish) shape and then select all parallel loops for one direction and use Align Vertically/Horizontally in Place.
Edit: Might be you'll have to hide all faces you don't want to change when using Peel or something like that, but maybe that has been fixed.
Just wanted to share my latest personal work. My rendition of Yeeky Zhangs awesome concept. Hope you guys like it! Check out more of my works over at my artstation. Thanks for taking the time to look! https://www.artstation.com/renzohernandez
Got the bake pretty clean, low poly is sitting at 4k tris. I'll start texturing tomorrow. Screens are on their own sheet because I think I might want to do a flipbook/animated thing with them. Haven't decided, but if I want this done before the end of August I won't have time.
I'll be setting this up in Sketchfab and doing a polish pass on textures. I added some grass cards around the base but I think it's too much. I might thin that out so it's just limited clumps.
Oh yeah, for sure. Baking is difficult and there are loads of things you should keep in mind.
Pieces like these should be laid out vert/horiz and straightened for the same reason as I mentioned above. Its easy to do this by selecting the faces, going UV Editor > Modify > Unitize, then selecting all the edges, and deselecting the edges you dont want, then sewing them together to create this pillar.
Also, for your low poly, make sure you soften all the edges, then in UV Editor > Select > Texture Borders, and harden those edges. UV island borders should be hardened, whereas the rest of the edges should be softened.