Hi there! I started my most recent project for school today. I have two weeks to get this model up and running. The first week is for getting a high and low poly done with Normal and AO maps baked out, and the second week is all for texturing. (I think I will be using 3D coat or poly painting in zBrush. )
Any and all advice is greatly appreciated!
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For the first day I spent time getting a base body to match anatomy more, and wipped out some of the armor. I used Aneta from 3DSK as reference. I think I am going too slow so I might switch over to zbrush tomorrow to try and get the armor out quicker.
Today I messed with the anatomy a lot and started getting the basic shapes of the armor out.
I'd think either the armor or the figure overall needs to be thicker.
Agree. Good progress overall. The concept has such good "character" to it with the proportions ... don't stop without capturing it. The armor has a real strong shape variation to it and is very layered looking. Yours is looking more flat at the moment. Make it thicker
Low Poly (the smaller parts on her torso and the cover on the arm have not been retoppled yet)
High Poly
Once again, thanks for all the advice and keep it coming ^_^
I changed the color scheme up a bit. : P
I baked out the normals, I think they turned out well for the most part, but I am having trouble in a few spots that turning edges is not helping. (specifically in the back hip plate) Are there any other ways to fix that?
Also check the silhouette of the two meshes and make sure they are closely aligned. It's OK to add a few polys in this stage if it does in fact improve the bake. Try adding some poly details on the sections that have errors and test if it takes care of the issue.
I placed a cavity map on the base and started doing some basic lighting. I am trying to get it into Unreal4 to do the beauty shots with normals and spec, this is something I have not done with hand painted stuff so its been a wild ride already to get it to look semi-decent. x) I'll be playing with that later on.