Hey guys
finally i made it back here, just before i finished with the high
poly sculpts.
I started a new project and aimed big.
Its a girl riding on a squirrel :P
-- thread title: the characters are from a dream
Girl misses hair and cape, squirrel misses fur elements
Next steps would be
- watch out for critique of you guys and correct highpolies
- build stand because figure will be prosed and printed since i have the chance
- make lowpoly of the tpose meshes
- paint them in 3dCoat
- rig them in maya
- animate them in maya
- learn and bring them to ue4
thanks in advance
size
Replies
mesh needs more cleanup still but i posed the squirrel and played with some color
next girl and then basesculpt
i still have no clue how you guys are so fast doing retopo... this took me ages
so this is the squirrel without assets
would love some feedback on the topology
now assets... cant wait for first testbake O.O
baking finished for normals and AO
crappy maya 2.0 render ftw
started painting the first model and wow... its so hard
painting on the uvs is way harder than polypainting in zBrush oO
i think i finally came up with a method i like.
kept the fur on a separate layer too so i will add more depht in ps later
getting somewhere
im eager how all will look combined already!
so next will be the hair cards, improving the hair everywhere and aniso, spec, gloss maps
and made a new map for the hair only
tomorrow hopefully i will try out some texture for the hair
but im happy i managed to get the strains nice in 3 color gradient. also i will add more variation since my first try didnt work out and this was just a 2nd fast attempt.
the char will be mainly visible from top behind, meaning the specator is looking exactly into the card gaps... have to figure out how to preserve the grow direction of the hair and the viewer see the fur nicely. maybe i should place them more like a crosshatching
If you have 3-d coat why are you not justing using your polypaint to bake your your low poly diffuse?
i wanted to hand paint the texture and thats why i didnt use any zBrush polypaint. also i feel like i have more brush control in 3d Coat since i can use any photoshop brush and adjust the settings as in photoshop which i think zBrush cannot do so well.
did complete new hair placement with cross hatched cards and got some
nice results, then re painted the fur the way i would actually like it to be and
the way its on my ref. now placement needs more tuning again and looks like i need more cards.
new clumps, new cards, now with 2faces (and double the tris tricount looks not so cool now any more 21k) but this works better from the back view
tomorrow retop of 2nd char!
still got some baking errors i have to deal with but times out for today
The polypaint on the squirrel is great, the one thing that sticks out to me is the tail on the squirrel. It's not too poofy as I would imagine
I'm excited to see the textured girl
fixed that and finished baking... started painting but nothing to show yet
worked on shirt and one hand
ughh what ugly compression
finished painting the girl!
also added a gradient map to the squirrel and made the fur longer
next ill have to add spec and gloss map to the girl and gloss map for the squirrel
then rigging!
oh i forgot... hair again :D:D
pitily maya crashed when i tried to transfer the normals...
so this is just super basic, colormap just temp and as said lost all the tweaks to the planes... but will continue tomorrow!
thank god for procedural rigs!!! saved me days of work still weight painting... arghhh such a pain. but its coming along!
i made a base too and posed the char!
also digged myself into renderman to get some better rendering result... still have to tweak the renderman settings more and gloss and spec bother me here and there...
buhuut its progressing and ill enter it to a contest so all good
more renders! i rly have to get used to the linear workflow... makes postproduction hard for me need to dig deeper with renderman but i feel like it can be super nice!
turntable:
https://vimeo.com/133809381
yeah it would be awesome to render it in marmoset, but i have to buy it first since my
trial already expired... for now i have to go with the resources i have
thanks!
hmm marmoset viewer doesnt yet seem supported..
heres the link!
https://www.artstation.com/artwork/squirrel-rider
and the updated marmoset viewer
https://www.artstation.com/artwork/squirrel-rider
feel free to critic and comment
yeah those were my first rocks and also rushed ones as one can easily spot...
new Marmoset Viewer on Artstation
https://www.artstation.com/artwork/squirrel-rider
Especially motivating to see other artists comment on something like, "it took me all day!" As after having to do something for the 5th time, I start wondering, "maybe my destiny is working at mcdonalds instead?" ;3
animation!!!!
i decided to enter a contest with the piece so this is how far i got with it..
its not flawless and maya has some isues with the weights as always -.- (see cripple hands)
buut all this will be gone in ue4 since the problems only occured in maya so far!
now off to vacation... 2weeks without 3d... luckily i can sketch some stuff fot eh ue4 envi !!
next i will try to do specific on scenery paintings of the POIs and exactly define what and how the pois will look like
some more to come!
ladnscapes are hard havent done that much in this particular area ever
but ive been trying to learn ue4 and also did some more concept art
as it seems the concepts are not really catching my attention so much and i tend to
start them and cannot bring up enough motivation to finish i went on to ue4
the more i read about ue4 the more i knew it would be rather stupid to just start with the island sooooo im gonna do octobers noob challenge instead and focus on polishing a small scene rather than going for the big shot which would result in well probably a big mess and not work out haha