Finished basically everything and did the final screenshots. Only things left now are the two videos I am planning (Turntable and a small anim) as well as proper shots of the 3d printed version - then it goes off to artstation
Phew, think that's that for the time being: Artstation
It took a while trying to figure out the lighting and rendering in UE. Various exposure settings nearly killed me. Makes me really appreciate how friendly Blender is =D It was made all that much harder because of ill-timed hardware adjustments that messed up my screen settings - what are the chances it would happen now? In any case, one serious headache later, I got things working and ready to call it finished (for now). She really could use some props (like an Automag to heroically aim at things) and some NaPali enviro assets, but I'll just have to put it on the list of things to (hopefully) do in the next iteration.
I've read prologue from Unreal manual and thought it would be a shame to make the Prisoner a "stoic space marine convict" type of character in terms of facial expressions. They seemed to me like someone capable of having fun as a normal human being, despite whatever experiences landed them in prison. So bonus EEVEE renders:
Side-by-side (kinda makes me want to try making a lowpoly character, a Nali maybe, with vertex animation):
Some days ago I came upon UnrealRedux project (by Krull0r) and my whole model suddenly felt so... bland. Like an unnecessary high poly amateur cosplayer. There is still some stronger style to be found for this project, something that would make it a little bit more like Unreal. Wish I knew what that was. Some exploration from before I started on the model:
Hey man, you are putting in the hard yards, you ARE putting in the effort and time, and for the most part you are doing well. You are RIGHT on the cusp of leveling up, it's just going to take stepping back and considering the process a bit. I also apologize if I've been a little blunt here.
Let me see if i can break this down a bit better, when I'm talking about art being about perception, I'm not talking about some abstract concept of looking harder. your brain is literally doing signal processing on everything you see and interpreting it. Your brain is literally changing how it processes information when studying art.
The mechanism which our perception gets better is a ratchet. You make a perception, you then check that perception and prove that it was wrong. Every time this happens, your perception improves. The point of external feedback is not to give you theory, (you can get theory from any ol book or video), you are renting our perceptions in order to drive your attention to the areas you didn't know needed attention, which drives this loop.
That's all a bit abstract. So let me put this in practical terms. The pattern I always see with students, is I give a paint-over, pointing out something. Then most of the time they do an iteration, but it's applying the concept in a limited way. What you want to do instead, is instead take the advice and apply it as strongly as you can. How can you capitalize on an external perception as much as possible.
My advice of varying the edges of the form, you just applied it to the one point of the form. What if you instead went to every single form, and added crazy variation of edge hardness. TRY and take it too far. Really get under the skin of what the commenter was trying to get at.
Well... been a while. Finally got around to finishing the redesign of the player character for this project. He ended up going through a number of changes since the early concept was done.