Taking a crack at it. This is my first time doing an environment off of concept art like this, and my first time doing any kind of environment in, like... 6 years? Should be fun!
Shameless crosspost
https://polycount.com/discussion/229325/tom-hardy-likeness
More videos and stuff on Artstation:
www.artstation.com/artwork/X1dWQY
My brush setup. To be fair, 95% is done with TrimSmoothBorder brush with a square Alpha (Alpha 28 (standard in Zbrush)) the base is done however by duplicating some cubes around, Dynameshing them together, and sculpting the base shapes with ClayBuildup, Move, TrimLasso and TrimSmoothBorder
I actually really enjoyed this that I added it to a list of tutorials I want to make for my YT channel (Proper full guide)
Thanks ! I'm always happy to bring some help to the table =D
Here are some more progress on Jedi assets :
(last one is my personnal favorite =))
Made a very basic blockout to get layout and proportions outlined also wanted to test lighting and fog in unreal. Think I'm next going to try making a large texture that most of the textures will be based on and see how successful this can be before doing much more modelling. Trying to create it starting in zbrush and pulling the export to substance painter. If its large enough Im hoping to be able to scale uv's down for foreground models and avoid obvious repeating patterns this way, also needing less tiling for background models.
Pleased with the red squares in the background, took me a while to get the effect I wanted, though I may go in and add some red lights manually as I used emissive to get a flat colour across the models.
This is my starting blockout for the stylized prop.
Over the last year I've tried to learn how to model for games on my own, and to be honest more often than not I find myself frozen with analysis paralysis, not knowing where to go next, which tutorial or project to make in order to build my portfolio. So I remembered about these challenges, which are a great way of overcoming that. So... hope I can learn a lot from you guys!
My attempt at Cara Delevigne's likeness in her game-ready version :)
https://polycount.com/discussion/229529/cara-delevigne-bust-real-time#latest
https://www.artstation.com/artwork/Le8WXP
Its finished 😁 Thank you so much to every one who commented and helped me, I feel so happy that this is finally complete!
Check it out on artstation https://www.artstation.com/artwork/4XRO9W
You mention you could stitch some uv's here and there - but that sounds like you aren't aware of the fact that it'll affect your shading, which of course goes on to effect your bakes and normal maps, lods etc. etc. Yes, you could run a uv -> hard edge script, but that means there could be some UVs that you stitched together which have really harsh angle deviations that are now being softened, creating a huge shading gradient.
Before even UVing, you should be considering a couple of things:
Yes - using things like 3d painting means seams aren't so much of an issue as they were back in the photoshop texturing days - but they still have to be considered. The more splits you have, the more hard edges, the more vertices your mesh would be. The less splits you have, the more soft edges you'll see which comes along with harsh shading if not controlled with more geometry.
Two routes:
you could instead:
The net amount of vertices would be the same in either scenario - both have their scenarios that work best.
Hello Polycount !
I worked on this small project this past weeks. I wanted to train on stylized assets. I'm pretty much done with it, I just planned to refine a little bit some parts, and maybe add a butterfly.
I struggle with foliage, and i'm not really satisfied with the result i'm getting right now.
Every critics and feedbacks are welcome, this would be a pleasure to have some fresh eyes looking at it !
Thanks !