I'm going to start a thread to post my renders for EQN Landmark stuff that I've done in the past year or so. I will update every so often with a new render when I finish them. Here is the first one. Hope you like!
Very nice looking character! Very clean and the materials look great. One thing though is I feel like you could definitely use your texture space more efficiently. You have quite a bit that is wasted space.
hah, yea that's not the actual texture sheet. Only the outfit and the hair are parts of the actual sheet used in game. The rest of the area is for the human male body, head, and multiple other wearable slots. The head on the sheet is a custom one that i made and is actually on its own texture. The shield and sword are separate textures as well. I basically just hacked everything together so I could just show it all on one sheet. Thanks btw! If it were the actual texture, i agree with you!
This is really good! I really like the cloth folds on his attire.
What's the tri count on it? And is that an alpha used for his robe on the low poly version? It looks like there's a transparent mesh above his legs in the wireframe.
Thanks TomGT! Its about 13k tris with everything you see in the render. We used proxy meshes that can be used over and over where we sculpt different details but bake down to a specific set of reusable meshes. The one I used here for the robe has draping geo all the way down like a skirt that I alphad out in the front.
Awesome, the art style for this game is really cool. The sculpt looks really clean! How the heck did you do the patterns on the robe in the highpoly, is it sculpted by hand or with alphas, and is it a one-sided mesh with backface culling turned off?
PyrZern: thanks man! there's honestly not much to the texturing process bro. a little AO, mostly gradient map color, add some dirt, grime, subtle colors, gradients. The shaders do most of the work! hah!
TomGT: thanks man, I am working on the the next outfit right now, getting the textures and shaders to look right before I pose it...and the next one will have a female version too!
Joao Sapiro: appreciate it bro! workin on it!
TheodorUrhed: We try to handsculpt everything to give it a crafted look but we also use alphas for more complicated patterns. In this case, I handsculpted everything. yes, the low poly meshes for the chest are one sided with culling off but we try to bake down dimension from the high to give it the illusion of volume of course. It's low tech but I sorta enjoy seeing how much i can get away with lol.
This looks excellent. really excited to see this game in action. One question, I wasn't quite sure by your nomenclature for the maps, Is this using PBR workflow? So albedo with metal/rough? Wasn't quite sure from looking at them.
LRoy: thanks brotha!
Chronicle: Yes, it's PBR. I used Marmoset which is a PBR engine so the names of the maps are somewhat irrelevant. Metalness(also called metallicity) is basically specular except you can't use color and gloss is the same as roughness.
@arvinmoses: yea we use PBR in the game but it's a little different than marmoset and doesn't look as physically accurate.
@mtlra: i think i work on an armor set for approximately 12 days but that's a male and female version.
Well, i had my next armor set all nicely rendered and ready to go and then I ran it past the producer and found out that armor hadn't gone out to the public yet...DOH!! Have to hold off on those til they get released...back to the drawing board...
Here's another set of renders of a Darkelf Medium Armor that I worked on. The head is a custom head not used in game. Hopefully I can render these out faster but we will see!
@TomGT: Yea I've been juggling a lot of stuff after work so whenever I get a bit of free time, I do another render lol. Thanks for following the thread though!
This is a rather old school texturing technique from when I used to just do color, normal, and spec where it was common to use a cooler value for the spec color. I tweaked a lot of the textures to make it look good for PBR but keeping the colored spec for just the faces seemed to still work well, so I kept it.
Last armor from Landmark! These were all really fun to work on so hopefully I get to do similar stuff in the future. I put a marmoset viewer file on my artstation as well.
Replies
What's the tri count on it? And is that an alpha used for his robe on the low poly version? It looks like there's a transparent mesh above his legs in the wireframe.
Now if only I could take a peek into the texturing process
I can't wait for the next batch of renders!
TomGT: thanks man, I am working on the the next outfit right now, getting the textures and shaders to look right before I pose it...and the next one will have a female version too!
Joao Sapiro: appreciate it bro! workin on it!
TheodorUrhed: We try to handsculpt everything to give it a crafted look but we also use alphas for more complicated patterns. In this case, I handsculpted everything. yes, the low poly meshes for the chest are one sided with culling off but we try to bake down dimension from the high to give it the illusion of volume of course. It's low tech but I sorta enjoy seeing how much i can get away with lol.
Chronicle: Yes, it's PBR. I used Marmoset which is a PBR engine so the names of the maps are somewhat irrelevant. Metalness(also called metallicity) is basically specular except you can't use color and gloss is the same as roughness.
Are you guys using PBR for in game? Curious about how you balance realistic pbr with the hand painted look.
@mtlra: i think i work on an armor set for approximately 12 days but that's a male and female version.
Well, i had my next armor set all nicely rendered and ready to go and then I ran it past the producer and found out that armor hadn't gone out to the public yet...DOH!! Have to hold off on those til they get released...back to the drawing board...
They look almost like a completely different style.
Texelion: Most of the textures for our stuff is non square and gets stamped down to an atlas texture for in game.
Lukitscherie: hah really? I never really thought about that. I suppose I can see your point.
This time I rendered out my cowboy outfit that I did for Landmark. I uploaded a marmoset viewer file to my artstation as well:
https://www.artstation.com/artwork/human-male-gunslinger-medium-outfit
There is roughly a two month gap between each render you upload haha. Looking forward to the next one you post online.
https://www.artstation.com/artwork/41LZ2
Stellar work though. absolutely love it
@Slipsius: I appreciate the sentiment man!
https://www.artstation.com/artwork/XGvna