UPDATE!:
So I'm doing a new thing because thats what you do. Keep doing new things and put them in your portfolio, until you get good.
So a while ago I saw this awesome illustration by Adrian Dadich and I thought hey that wold be a cool thing to do someday.
And now its someday
The goal is for a next gen realtime character in UE4 (I'll be texturing in Toolbag2 to start, final posing/lighting/etc in UE4), along with her gun. and because I hate myself, I'll be giving her a bike (a leftover from my Petrol/Blood entry that i didnt finish) as well.
I'll also be pushing things a bit farther than whats in the concept, I'll be replacing her lower legs with cyborg enhancements.
Here's the current progress on the head:
Keyshot test:
Zbrush:
and the monocycle:
There's still a ton of work to do but I think its time to share the progress and get some feedback. So as always if you see something is off and/or horrible lemme know.
Here's some of the reference I'll be using for the body.
Replies
ArtisticTiger- Thanks, cant wait for low poly myself
Abrvpt- Hopefully the new ones read better
In a rush (Got a plane to catch for GDC this afternoon) but here's where we are now.
I'll get some better shots of the legs when I get back, there are still some things I want to tweak here and there on the feet.
Also FYI, dont worry, the knees are functional, there's a seam across the middle where they desperate for bending Oh and hey if you run into me at GDC give a wave!
But, your approach is much more functional than my suggestion, and less clich
Im still alive, just been bogged down with work, but thats ending soon so its full steam ahead!
Ive gotten the vest done and I added some crumpling to the bottom of the thighs where she plugs into the prosthetics. I also added a little bit of war and cracking to the rubber trim of the vest, but Im saving the rest of the wear overall for textures/DDO. Here's a shot of the arm as well in case you all see something I missed.
I will most likely be starting on retopology this weekend. Im going to put her aside until then so i can get some fresh eyes before I move on. I will be moving on to her gun soon as well. Im thinking that will be a good opportunity to buckle down and finally learn Max too.
She reminds me of a young Lucy Liu around the eyes and the jaw. Really impressive low poly results. Looking forward to the final low poly.
Great stuff.
Ok everything is baked, except for the scalp hair and the long locks of hair... That'll be fun to sort out...
No actual texturing yet, just ao cavity and normals. Also need to set up some decals for all the branding and labels. Wires are also missing but they will be added towards the end, Im not actually baking them. Just giving them a bit of shared textured space in a corner.
Current Polycount is about 36k.
http://www.polycount.com/forum/showthread.php?t=125346&page=4
@Mitchell Sturtevant- I mask off areas of the face and made a noisemaker layer with tweaked setting based off the pores and skin detail of the different area of the face.
@WaYWO- Thanks!
This is the base material pass, but ignore the skin... Thats really crappy right now. I'll be doing a wear/damage pass next, but to be honest I dont want her to look destroyed. She's been doing this a while but she keeps her gear maintained.
I plan to bring some subtle reds and yellows into the color scheme with manufacturer and warning labels.
Maybe desaturating it with hints of the strong blue? I'd take a look at how they handle the orange accents in the Dues Ex: Mankind Divided trailer (although they are a bit more gritty).
Thanks for the sharp eyes!
I think I found a happy place with the color scheme.
Still a bunch of things to do but I think Im going to the right direction. Skin is still super WIP
Here's a toolbag viewer link for your viewing pleasure: http://www.the3dcharles.com/ripTexture1.html
And good job on her, she is super cool.
I am planning on making a gun for her like the one in the concept and then posing her with her bike (From the first page) on a rainy street.
@Maxilator- Thanks, you have a definite point. I spent a lot of time going back and forth on the leg design and ultimately I tired to settle on something that echoes the concept while being "real".
Its not as strong as it could be but I think the rest of her body is realistically proportioned enough for the legs to read as prosthetic. I also carried the same design elements and colors from the arms to her legs, so that they would read as the same "type" of prosthetic. Hopefully when everything is finished posed and lit it will all read correctly.
you even did something like that around the arms... and somehow the prosthetic of the legs reads well from the back but i have trouble accepting them when being viewed from the front
when viewed from the back they taper a little bit and igve the impression of being something different than the normal section above a human knee, in front view this taper is not visible and it reads like an ugly proportioned leg
just some thoughts
Update time:
Been working on the skin and I am in a happy place with it so far. Still some small tweaks but it feels pretty good right now and doesn't look like ass under different light setups.
Stupid High Res: http://i.imgur.com/68Ym794.jpg
Normal/Cavity/AO
UPDATE:
Current Holo HUD and a general texture update. I'm probably not going to do too much more to the textures outside of tweaks at this stage. The screens and the HUD though are still subject to change. Still not 100% happy with the main screens...
Im also thinking about swapping the street view hologram thing for a holographic exploded model of the bike with info call outs or a holographic wrap sheet of current criminal targets. Theres still a lil bit more text to add here and there too.
Unfortunately I will be putting this project down for a few weeks as some tight deadline work just fell into my lap... Well OK not unfortunately, who doesnt like work?
A minor update. These are some lighting tests from some days ago. I need some minor adjustments to the hair but I am on rigging now.
really awesome project man
love the design
Ged and Abrvpt- I adjusted the translucency map so the nose glow should not be a problem any more.
Im finding time here and there to slowly chip away at the skinning, but I came across the Digital Emily work from the WikiHuman project last week and after loading the files into toolbag I decided to rework the skin shader and her albedo map. Also dialed in my PostFX.
Ive been slowly chipping away at the rigging/skinning and I have enough done to see how she looks in a more relaxed state. Still more skinning to do... Oh joy.
The gun (which I have taken to calling "Momma's Little Bastard") is literally the last chunk of this project. I intend to keep it fairly blocky/chunky like the concept. I'll take it into zbrush for finally detailing with screws, nuts, bolts,tabs, etc, basically I got a ton of mechanical brushes Ive been dying to try out.
This is the block out (red part) and some of the actual high poly work (grayish parts). Still chipping away at this...
Are these renders or realtime grabs? What software and setup is being used?
Awesome design. Nice work.
I'll be happy once its all tied together in the end
Hey killnpc,
Thanks man! If memory serves everything after page 2 unless other wise stated is realtime in toolbag2.
I think that image was 2 or 3 lights tops setup.