So... probably the first game that ever made me say "i want to make games" was Metal Gear Solid. With all the recent goings on with Kojima productions, and how he and his team have been treated by Konami, i kinda feel bad for them all.
So i want to make a kind of "thank you" to them all. And so i'm going to try to make the first part of MGS as a small playable demo, all in UE4 with updated visuals. I'm going to try to remain as faithful to the original gameplay style as possible.
Here's the finished highpoly for the winter Genome soldier:
Here's the level i'm talking about for those who don't remember (shame on you):
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@Griffiti I remember doing that! you eventually get a call from Miller, right? calling you a bastard haha.
@glenatron hey man, i saw your helipad, i loved the style of the little angry chibi characters!
Thanks everyone! More updates coming soon, i've retopo'd, UV'd and baked the Genome, i'll upate as textures come along... Anyway, here's the lowpoly with normals and AO only.
What is your preferred technique for constructing the low poly?
(ie: Building over the top of the high res mesh, or down res / retopologizing a lower version of the high mesh)
Looking forward to seeing you do environmental stuff man! When will you reveal Snake? :P
In all seriousness I'm really looking forward to seeing this progress. I've been playing through the MGS games for the first time and am loving every minute of them.
http://www.dsogaming.com/screenshot-news/metal-gear-solids-shadow-moses-unreal-engine-4-remake-solid-snake-model-showcased-new-screenshots/
I'm having a lot of fun with this right now.
Lol Chris...
Thanks dude, i'll keep on sluggin'.
Here's the current state of the rig. The rig is actually being built for use with Snake too. And there are plans for full facial awesomesauce for Snake.
The rigger is Alexander White, a third year student at Hertfordshire University who asked if he could rig for me, and who am i to say no, right? I was sure to pay him in exposure for his effort.
Here's his current portfolio: http://www.alexjwhite.co.uk/
From a personal point of view, Alex is hard working and diligent, and seems to have a good mindset for solving technical problems. He'd be a real asset on any team (but don't hire him until he's finished this pls).
Keeping an eye on this one, loved MGS!
http://polycount.com/discussion/156275/mgs-tribute-submarine-base#latest
And so you know what reference i'm using, i have the MGS art book with all of Yoji Shinkawa's amazing sketches:
Here's a scanned version for better viewing:
It's been a really interesting challenge actually, trying to remain faithful to the original concept shapes, which are very definitely heavy on the manga/anime style proportions, while at the same time bringing it closer to reality and making him believable as a person. I wanted to kind of bring him up to the same standard as the modern Big Boss models, but still keep him his own character. I think i'm on the right track, but of course any feedback is very gratefully received. Body is very much work in progress.
I think your definitely headed in the right direction but looking at the sketches vs your sculpt his torso feels a little long.
Also have you considered sourcing any ref from PeaceWalker or MGS2 models? Im thinking peacewalker because Im pretty sure they used sculpts as a base for those textures.
https://www.artstation.com/artwork/egNPX
Everything right now is highpoly, ~30million (i think) realtime in Toolbag2.
Nah seriously, it's more of a personal preference thing than anything else. A habit i should really get out of.
and those bakes look delicious.
Couple of tweaks left but he's just about done.
I feel like the hot spots on his skin are a bit too strong. maybe pull back on your gloss/increase roughness a little?