Hey guys,
want to show off a (near) completed Game character I created for a university assigned project for the game art course I'm currently studying on.
The brief we were given was to design two characters that would be essentially a dichotomy of each over yet still look like they exist in the same world , while this required us to design both of them it only required us to actually make one game ready.
The idea I had was to create a sci-fi esque twist to the dwarf and elf combo without going full on Warhammer 40k. I decided to go with the elf ,as I'v never modelled a female character before (To be honest this is only my 3rd character).
The brief left the tri/texture budget up to us (within reason) So I decided to make a MOBA type character for around 6000-7000 tris ,the texture budget I went a bit nuts on I think . I used two sets of 2048 maps . We are mainly using UE4/marmoset to display our work so I took advantage of PBR and used albedo ,normal,roughness and metalness .
Below are the concepts ,wire renders(using a previous iteration of the textures) and a few screenshots in engine .While I've got it to a satisfactory level and handed it in , I'm determined to push it a bit further , unfortunately I don't have access to marmoset and/or UE4 for the next week or too so any feedback (which is deffinately apprieciated) will probably be implemented then
Hope you guys like it,thanks.
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Here's the wire renders (textures are and old version)
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Here's and in engine screen shot I'll upload more when I can
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Replies
But you really need to revamp the 3d version quite a bit. The wireframe is revealing some problematic issues of your mesh. It's got potential though! Can you post a shot of your zbrush highpoly model that you used to bake the normals from? Lets start there and move forward.
Hey man ,thanks for the feedback , I really appreciate it
Here is a turnaround of the high poly mesh. The body and hair was sculpted from a base mesh using pretty much the same topology as the low poly , and the mantle/cowl/cape was created in 3ds max . (they have their own seperate texture sheets)
and here is some shots of the body/hair , I'll be honest, the anatomy is embarrassing , I ended up spending the most time on the face and rushing the the whole process due to quite a short time scale for the project. Now that I'm done with the time constraint I definitely want to go back into this and make it look better.