Hi guys! I am starting this thread to update my WIP and rant about the progress of working on this project of mine:
The Journey - Rebooting my abandoned project for Artist Station The Journey Contest
If you are interested or have any questions/comments, just post it
! you are more than welcomed !
Here are recap of what I have so far in the past :
[ see posts below ! ]
A kind of "get ready" moment for a hero character who 's about to deploy/ take first step into a unknown world . Surround is a fleet/team of supporter/ other teams. I got a better back story for this in my head but I will tell more about it in next updates
disclamer : Just in case, All artworks below are for references only, they are no way my works or wip whatsoever lol.
Character pose/compositing/mood references: Hero character is the main object at foreground, may be he/she is standing in a dock area of a space ship or shuttle . background is vast surround world( the unknown ) and other teams.
Character design references :
Kind of "space walker " but not so much of heavy coverage style. I want the human inside the suit are more vulnerable/ exposed to danger. which bring out the feeling of danger, uncertainty and anxious.
references for the vast unknown world awaiting to be explored. I really like the spiral composition in the first 3 references, make it feel like the scene has a center point, some sort of entrance/ gate . The other 3 references is for POV & feel.
That's it , first update !
Next one will be some sketches and concepts !
Rough Sketch & early composition
I might make change to the camera angle, compositing and some designs elements later on in 3D stages.
If anyone have any suggestions or comments , please share ! I would appreciate so much !
Kamikaze Mech Suit Color Options
I dont design the suit to have much weapons attached to it as these suit are more for scouting than engaging/ invasive tasks. So I design the suit to have functions that is more toward the "survival" and long-distance traveling/exploring purposes instead.
I come up with 4 color variations so far , really enjoy picking color combinations and finding refs.
I like the number 1 Asuka color , it really pop out but seem like it 's too sporty, number 2 is over done by many artists already but still cool, number 3 is some what war-like machine but I think it 's badass. I most likely will go for number 4 - The Martian color style as it have more feeling of explorer / scientist to it, just not sure if it gonna stand out from the background.
Anyways would love to hear some input if any !
Update 002 Mech Explorer suit concept
So to sum up I need :
- Main pilot concept
- the hangar.
- the carrier ships ( those far away aircrafts flying in background )
- and the coordination girl .
deleted due to duplicate post
Update 006 - Kamikaze Mech Suit Base Sculpt
finish working on her lowpoly mesh and UV ! ! still have to switch back to basic technique like to know which line have to be straighten , which should be made curved . I learn that perfect UV will save me alot of head each when it comes to baking later.
The wireframe is made by hand in Maya alone , not Zmesher haha
some more refined sculpt of the girl !
Anyways, I uploaded these onto my Artstation page so may be they will have a better resolution overthere. https://www.artstation.com/artwork/G9dRd
Thank you ! ! um, you re right, her hand are a bit short , may be about half palm too short ? it's a bit annoying when I have to edit the lowpoly mesh and hipoly mesh at the same time while maintaining the matching for baking. would be cool to know how 's everyone does all the parallel editing ?
@rage288: thank you !
Btw, here is some more WIP ,
the texture is still WIP tho but I am pretty much finished with the face / eyes area so I cant wait to bring her into UE4 to do some eye shader development in advance to test if the texture is good enough for UE4 rendering .
oh and I got a movie rendered out XD !
@DGB @Shyralon : Thanks ! I am planning to release some short making of article of how I set all these up in UE4 later after the whole project was done .
Btw here 's latest update :
that 's it for today !, working back & forth between GMH2 inside Maya and UE4 to get the best result for the hair . just basic stuff drafted out , still alot of works to do . The front hair alone now is about 20k tris lolololol.
@Jands: Thank you !
@DGB: Thanks man ! the lips animation are just simple blendshape keyframe :P
Thanks ! I am trying to keep the whole hair model somewhere around 20 ~ 30k tris which similar to FFXV spec for main char hair.
As for flickering shadow , seem like latest update of UE4 fixed that I just use a really sharp looking alpha mask with just decent width hair strands.
anyways , not much update so far as my Lunar New Year Eve is comming and I am working hard to get the hair part done before posting any updates. But in the mean time I got time to put together a small breakdown article to sum up the process of developing this character 's shader inside UE4 - featured on 80.lv Here if anyone interested in a more in-depth reading of the project !
<span class=""><b><a href="https://www.artstation.com/artwork/4zqkl" title="Link: https://www.artstation.com/artwork/4zqkl">DETAIL BREAK DOWN ARTICLE</a><br><br></b></span>
@Justin_J: thank you !
anyways, here is my latest update :
hair model and shader,the hair was modeled using my hair script GMH2.6 and rendered realtime in UE4 using UE Hair shader ( I add a little part of my own customization for wind animation too I will upload the graphs later if anyone interested )
anyways, here 's this round update ! :
well, first off, the thumbnail is just butt as this entire piece is about it as the main subject... lol , for the sake of science of course!
anyways, it's to show the skinning time ! learn alot about humanIK roll bone system & skinning setup for mid poly character !
I used a combination of ngSkinTool and several smooth skin tool plugin along with my own home-made script to aid the skinning process, which I end up quite enjoying doing actually.
The animation was done entirely using just bone and skinning so I was able to export it into UE4 and render the sequence out of it.
Well that's a lot of bones. Great work.