Our names are Anna Kay and Kat Unsworth, were both third year students on the Game Art Design course at De Montfort University and this thread will document the progress of our Final Major Project.
Brief Introduction / Overview
Dropbear is your typical dank, drab club that youve heard of from one of your more questionable friends but never bothered to go to. One night youve ventured out only to find yourself stumbling down some stairs at 5am, lightly tracing the sweaty walls with your fingers as your body tumbles down deeper into the hot, pulsating basement of sound.
We want to concept and create an environment set in near-future inspired by underground club culture and populate it with characters. Well create a small 3D environment and focus on three focal points to showcase the characters.
The player will be taken through three highly detailed, key areas through the levels narrative which serve as a setting for each of the three characters.
Kat Concept Art, Character Art
Anna Concept Art, 3D Environment Art
Our roles will most likely cross over throughout the project. Well be posting at the end of every week and it will include Work in Progress screenshots. The main software used will be 3DS Max, ZBrush, Photoshop and the final level will be showcased in Unreal Engine 4.
Please comment and critise our work; we want this project to shine so we ask you for your help!
We decided that one of the characters would be a bouncer for the door. We decided to use the trainer and bodybuilder Pauline Nordin as our main reference.
I started building some of the assets and placing them within the engine. At the moment I'm spending a fair amount of time figuring out Unreal Engine as I've never looked into it before this project.
Here are some progress shots
I also did another concept for the interior of the club
I realised that from my concepts the 3D environment is starting to look very futuristic; this is something I want to avoid. My initial art direction was to keep it fairly grounded in the modern world and keep it in the near-future, sooo maybe year 2050 or so so this is something I'll be working on next.
I'm really excited to follow your progress here! This looks great. (Also, are the point lights in the graybox above placeholders? Might get tricky if there are a lot of them)
Hey Kat character looking cool, fabric needs some thickness though, very noticeable around the open shoulder areas, don't leave it 1 sided, you can do this quickly in zbrush by:
on the fabric subtool
-store morph target
-in deformation, inflate by 5 or 10 increments
-in morph target tab hit create diff mesh
This will make a new subtool of your clothing now with added thickness and edge polygroups, you can then go and sculpt in some seams like 1 inch from the edge and also use inflate brush to give the folded over fabric effect. This will really help with skin to fabric transition. keep it up! c:
Hey Rich,
Ahh yeah good call, will get that sorted. Reckon just adding a shell modifer in max will work as well?? Got it all retopped and baked now is all
Thanks bud!
This is last weeks progress on the character;
Sculpt and baked version of face
Baked version
Wires
Need to remove some of the loops on the shoe to make it a bit more even.
Moving onto the bartender character this week, will come back to her when environment is a bit more finalised.
You wouldn't need to change geo really appart from the edge adding another chamfer to support a little thickness. If you're pushed for time dw about it just remember for next character, or as a quick fix just extend another edge loop by the thickness of the fabric. All fabric has thickness and usually ends in some hem/seam or frayed edge In fact most materials look better when they have some kinda of trim between two different materials, makes for a much nicer transition. All this applies to edges like ur collar, turtle neck, boots rim etc.
I'm really excited to follow your progress here! This looks great. (Also, are the point lights in the graybox above placeholders? Might get tricky if there are a lot of them)
Glad you're enjoying our project so far.
The lights were just placeholders, I have to admit I'm not very familiar with UE4 at all and this project is definitely a big challenge for me with a big learning curve. Any advice and tips are welcome.
I'm currently trying to flesh out the environment as well as aid Kat with some extra concept work.
Here is some of the progress so far
bartender dude:
paintover
more bouncer chick concepts
some enviro stuff
(I need to reupload those screenshots, I realised I fixed the modular ceiling and the walls since then, but I'll save it for the next post)
Need to focus on colour zones of the face kat, looking kinda uniform and pale at the mo. Also sclera looks too white, in reality its kinda creamy grey, usually darker that ppl think, will also help with the spec highlight to pop. Needs some kinda hole for the piercings too. Corners of the mouth lacking depth, imagine the lips are continuous inside the mouth, the corners should help the lips look like they are twisting inside the mouth, like a transition point, take a close look at photo ref of neutral lips you will see what I mean.
I noticed the concept has a cool stern face which represents the bouncer theme well, the 3d character seems to be missing that, you can fix that with the eyebrows and eyebags.. after all we all know how grumpy bouncers are from Mosh...
Following on from Reowwww, I notice you're being a bit stingy with the edge loops on some of the details like the ear rings and the strap ... if this is current gen, then for the sake of a few more polys get rid of that. The days of hexagonal oil drums should be well and truly behind us now :¬)
I think that looks a lot better, nice job! And she looks pretty badass...
(If you have to time to go back later the chin is also a bit polygonal :¬) .....)
I think some of your images on the moodboard for area 1 are already from it but you might find the book called City of Darkness Revisited a good reference.
I'm really bad at this Polycount thing...anyways, here is a progress shot of the environment. I'm currently using Substance Designer to texture some of the assets; what I'm finding is that anything that is matte in Substance, looks super shiny in UE4...
I'm just busy populating the level for now, there is still so much to do!
I have almost finished with the bartender, need to fix his terrible hair, and other bits of polishing.
Started the dj character, got the sculpt down and currently retopoing at the moment. She is based on a concept Anna did when we were discussing the idea of the project, and it fits the character fairly well, obviously adjusted somewhat, but we are using most of the elements from there.
Annas older concept;
I've been having a bit of a sketch too which has been fun;
I'm currently using Substance Designer to texture some of the assets; what I'm finding is that anything that is matte in Substance, looks super shiny in UE4...
Have you tried inverting the roughness values before importing into UE4? I know you have to invert one of the normal map channels, might be the same for the roughness values.
Have you tried inverting the roughness values before importing into UE4? I know you have to invert one of the normal map channels, might be the same for the roughness values.
ticking off SRGB fixed it, but thanks for your input
Replies
This is last weeks progress on the character;
Reference sheet;
Explored colours a little, need to wait for lighting pass on environment;
Character progress;
Kat
Here are some progress shots
I also did another concept for the interior of the club
I realised that from my concepts the 3D environment is starting to look very futuristic; this is something I want to avoid. My initial art direction was to keep it fairly grounded in the modern world and keep it in the near-future, sooo maybe year 2050 or so so this is something I'll be working on next.
Close up on shoes;
Cheers guys
Kat
on the fabric subtool
-store morph target
-in deformation, inflate by 5 or 10 increments
-in morph target tab hit create diff mesh
This will make a new subtool of your clothing now with added thickness and edge polygroups, you can then go and sculpt in some seams like 1 inch from the edge and also use inflate brush to give the folded over fabric effect. This will really help with skin to fabric transition. keep it up! c:
Ahh yeah good call, will get that sorted. Reckon just adding a shell modifer in max will work as well?? Got it all retopped and baked now is all
Thanks bud!
This is last weeks progress on the character;
Sculpt and baked version of face
Baked version
Wires
Need to remove some of the loops on the shoe to make it a bit more even.
Moving onto the bartender character this week, will come back to her when environment is a bit more finalised.
But yeah heres last weeks progress. Got cracking with the bartender character. So got a few more concepts and a quick first pass on the anatomy WIP.
Outfit_ideas_01;
Outfit_ideas_02;
First_pass_anatomy;
Glad you're enjoying our project so far.
The lights were just placeholders, I have to admit I'm not very familiar with UE4 at all and this project is definitely a big challenge for me with a big learning curve. Any advice and tips are welcome.
I'm currently trying to flesh out the environment as well as aid Kat with some extra concept work.
Here is some of the progress so far
bartender dude:
paintover
more bouncer chick concepts
some enviro stuff
(I need to reupload those screenshots, I realised I fixed the modular ceiling and the walls since then, but I'll save it for the next post)
So finished off sculpting the bartender, I also have him retopologised and baked. Waiting to be textured.
Started texturing the bouncer, so this is my progress so far.
I recognize the photos of Kowloon from when I was working on a similar theme.
I noticed the concept has a cool stern face which represents the bouncer theme well, the 3d character seems to be missing that, you can fix that with the eyebrows and eyebags.. after all we all know how grumpy bouncers are from Mosh...
Keep going guys you can do eeeeeet! c:
p.s those tats are badass :O
I have changed what I can, but this is where the bouncer is for now. Going to move onto texturing the bartender this week.
(If you have to time to go back later the chin is also a bit polygonal :¬) .....)
I'm just busy populating the level for now, there is still so much to do!
But heres we go.
I have almost finished with the bartender, need to fix his terrible hair, and other bits of polishing.
Started the dj character, got the sculpt down and currently retopoing at the moment. She is based on a concept Anna did when we were discussing the idea of the project, and it fits the character fairly well, obviously adjusted somewhat, but we are using most of the elements from there.
Annas older concept;
I've been having a bit of a sketch too which has been fun;
Everything is fixed now, thanks Ben! Guru to the rescue!
ticking off SRGB fixed it, but thanks for your input