Hey all,
I will be dedicating this thread for a project for the class "Character for Games" instructed by
Onelunglewis at Gnomon School of Visual Effects. Any feedback or critiques would be greatly appreciated.
For this project I will be modeling and texturing a character concept that I created specifically for this project.
Blockout and WIPs to come soon.
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I started a body sculpt with a Zsphere rig which was edited in Maya for some edge loop changes. I also modeled in the largest pieces of the outfit (minus the loincloth which really interfered with silhouette). At this point my main concern is establishing silhouette of the character. Still needs work.
Been sculpting the face/hair and modeling some more of the outfit. Here's some shots of the head for now, will upload some body shots very soon.
I'm not entirely sure what sparked it, but it's been useful just for planning and separating out the different materials.
some detail/damage closeups.
Here's the game-res mesh of the body so far, currently it's at 23,485 polys, still trying to find ways to reduce it further. The crossbow is at 2,942 polys. I ended up replacing the feather geo for the crossbow with cards, having them modeled out ended up being too inefficient polywise.
baked normals and AO WIP. Need to rebake a couple of pieces, particularly hair.
Also experimented with xnormals vertex color baking for the first time. I polypainted on the hires sculpt in Zbrush then baked it onto a texture using xnormals, then brought it into marmoset to view on the lowres with normals.
I think the initial weapon design was too weighty for her to hold properly, but the metal design you added has mostly fixed that.
Finished baking the first pass of normals and AOs for all the pieces, now for the cleanup process and texturing. This render so far is AO over flat colors (with exception of the face) in diffuse, normals, AO in spec as a temp placeholder, and marmoset's material settings/sunset lighting.
Some of the damage that I had sculpted I will have to leave off due to mirrored UVs in certain areas, I will try to bring some back with asymmetrical patching.
very great job!!
Thanks Leticia Originally I was going to try to do just a shell/mass for hair, but I think now it will need some cards to make it stand out better.
Here is the finished version, thanks Jackson (Onelunglewis) for the awesome class!
Final Specs:
Character - 24717 tris
Crossbow and Quiver - 5688 tris
2048 x 2048 body map (diffuse/normal/spec)
1024 x 1024 head/hair map (diffuse/normal/spec/flow)
1024 x 1024 crossbow/quiver map (diffuse/normal/spec)
Turntable:
[vv]62754106[/vv]
Thanks! It is indeed using marmoset's anisotropic environment shader. I still need quite a bit of practice with its settings, so I agree it could use a little work.
Also, I actually learned quite a bit about game characters in general from the tutorials you have created, so thank you for sharing that knowledge with everyone!
I really love the armor design you did. Though I imagine in game you would need to rig up the corset piece to flex, but you have textured it as metal (which does not normally bend. :-P) Might have been cool to make it segmented like motorcycle back armor.
My current favorite ani shader is the one Kurt Russel Fan Club made for my comb map tutorial. It has dual anisotropic specular, so you can have one tight bright white one, and a broader softer colored one to imply the hair's translucency. http://www.poopinmymouth.com/process/hair_tutorial/ng_hair.html (I think the link to the shader I am talking about is not linked, so I will try to add it soon, but if you do a forum search for the comb map thread, the link is in there) 3dsmax only, but might be worth playing with if you have access. For strongly colored hair like this model's, that 2ndary anisotropic specular can really help sell it's "hairness".
I use primarily Maya, but I will definitely study and look into this shader, especially if I try 3ds Max. Having dual specularity sounds like a great advantage, since getting "hairiness" can be hard in game models. Thank you for your help!