Hey Guys and Gals!
This is going to be a long post, but I have been planning this project for a while now!
I’ve had an idea for a project on the back burner all the way through college, I’ve been waiting to do until I had the technical/artistic skills and software to pull off properly. I think I’m to that point now, considering I have spent over a year doing research, practicing, and gathering reference for this project. My biggest challenge right now is getting my portfolio up to date. Right now its full of college projects that aren’t even close to my current skill level or capability, I made a choice a few months ago to dump everything and start over fresh. I think that this project and the assets i create for it will be more than enough to build a strong basis for my new portfolio.
Goals:
I settled on a project scope that would allow me to produce a short cinematic at the high quality level I want, a short 15-30 second scene that will introduce my character with a voiceover. I was Inspired by the phenomenal operator cutscenes Ubisoft created for Rainbow 6 Siege. I’m not trying to make R6S fan art, but love the way they introduce their operators and wish to introduce my character in a similar way. I am going to create the cinematic in realtime in UE4 and attempt to keep all effects and animation in engine. I am shooting for an extremely high level of detail on my character, scene, and all my assets. My plan is to create a few small “easy” assets as a baseline for how detailed everything else needs to be, before I move on to the more detailed ones. They will be one of my first posts on this
Process:
I plan to use mostly a 3dsmax -> Zbrush -> Substance Painter pipeline for asset creation. I have been practicing Amsterdam Hilton Hotel's proboolean hard surface method with a lot of success so far (
http://polycount.com/discussion/168610/proboolean-dynamesh-hardsurface-workflow-tutorial/p1). It seems to be a very fast and efficient way of hard surface modeling. I am not going to be overly concerned on this project about heavy optimization of assets as its simply for a cinematic. If i have to spend a few extra polys or use a bigger texture size in the interest of details, I’m going to lean in that direction more than I would with a standard game asset.
When I get to the rigging/animation phase of the project I may switch in to maya as I feel the rigging and animation tools are superior to max. I am also evaluating Faceware to mocap realistic facial animations.
Assets Needed:
Character:
- “North” - Army Special Forces Operator. Fully Textured and rigged for animation - Gathering Reference Images
Weapons/Gear:
- Helmet
- Dip Can (chewing tobacco)
- Kitted Out Glock -
Finished!- Kitted Out M4 - Gathering Reference images
Scene:
- Back of CH-47 Chinook Helicopter - Blockout/Planning Phase
Deadline:
My self imposed deadline is GDC next year. I was fortunate enough to be at GDC 2015 with my company and was pretty bummed I missed going this year. Taking in to account I am working full time, plus have other portfolio projects (plus a small game I’m working on) I wish to complete, I think its a good deadline to shoot for that will give me plenty of time.
So anyway! My lunch break at work is over, I’m going to post a few of my mood/reference boards and hopefully some of my test assets this weekend. Thanks in advance for everyones future help/advice!
Replies
Some details like the teeth around the barrel protector, and any logos or text engravings i'm going to add when I take it in to Zbrush for edge smoothing.
this last image has the start of the surefire light, and a blockout of the extended magazine and RMR.
More progress on the Glock, the Surefire light is about 90% done now. Figured a clean MR render was in order this time!
Put the Glock receiver in to zbrush, did my smoothing pass and added the stippling!
Figured if anyone was interested.... here is the wires... Some areas (the receiver for example) was made with a hybrid boolean and conventional HP modeling technique.
The marmoset viewer is available on my Artstation, https://www.artstation.com/artwork/gGvlP (honestly not sure how to embed one here)
1. Is there a good free base mesh head for zbrush (that already has polygroups and clean topology etc.) that anyone can recommend? I have found several here and online but i'm not sure if there is one that is better than the others. It's to save some time and headache, but I can make the base-mesh myself too if that's what is recommended by everyone.
2. Considering this character is going to be used only in a cinematic, and I plan to have a few closeup shots of him, what would be the recommended number/size of textures to break him up in to? I'm unsure if packing every part of the character in to a single UVW space is the norm; or to have something like one map for his face and head, one for his legs, one for his arms.
Thanks everyone!!
I had a few hours today to think about and block out the back of the helicopter that will serve as the environment for my cinematic and I could use a little bit of early feedback.
Looking at reference images (more provided in a previous post) I've kind of broken the helicopter up in to chunks to model. It seems like I could simply model 2 different wall panels (the outlined parts in orange) one with and one without a window. The purple area with the cargo door can be built separately in several pieces, and the floor appears to just have 2 different types of repeating panels.
I have built a very simplistic blockout based on real measurements of the helicopter I have found online but something just looks off. I don't want to jump in to more detail until I can get the whole thing sorted out. It feels like the cargo bay should be a bit wider, or maybe i should take a little creative freedom and make it wider. What do you guys think? Any advice will be helpful as I am fairly new to creating a scene like this.