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.
Here's the wire renders (textures are and old version)
Here's and in engine screen shot I'll upload more when I can
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.