Currently, I'm working on a camera cosmetic for Killing Floor 2. I'm just about done with the texturing process. Just gotta dirty it up a bit and make an alternative "roughed up" version. It's currently sitting at around 2400.
So, I’ve began making the Gunstar Heroes low poly version. Much easier than the higher gen stuff. Just a short little practice before I get back to the heavier projects.
I’m getting close to completion with this project. Hair took a little longer than expected since I’m not very familiar with a cartoony poly style. Although they’re nearly identical in the source material I’ve made some slight discrepencies between them; mostly just slight texture alterations.
Just finished rigging them. I’ve noticed it’s a little hard matching the poses 1 for 1 due to the source material being sprites. They tend to have longer limbs for exaggeration and emphasis purposes. I’ve stretched their limbs a little bit to try to make up for the static nature of 3D.
After a lot of polishing, I've finished this project! I'm pretty happy with the results, though I'm sure I'm going to come back to it and fix things here and there.
For this project, I took the time to learn how to paint in Mudbox since I've never done a full texture from start to finish in it. I think it turned out fairly well. I painted at 2048x2048 but even down-res'd to 512x512 it's still looking really good.
So, I'm starting a much heavier project with an original 3D character. I've been playing a lot of the MMO Blade & Soul, and one of the outfits sort of motivated me to create something of my own design
Did most of the base sculpting today. After going outside for a while and coming back I noticed it needs a lot of work.
I've worked on her head a while back, so most of my sculpting earlier today was a focus on the body.
I've gotten a lot of progress done in the past few days. I consider myself fairly amateur in Zbrush, though I'm getting quite persistent in my use of it. Polygroups are just so useful!
So, it's been a while. The character I was working on is now complete and posed. Originally I was going to make her in game spec but I had a change of plans.. This entire thing was a learning process so there's some things I need to do differently next time depending on if it's going to be just a sculpt or in-game.
I still plan on making a game spec model but that'll have to wait for now.
Replies
Flat lighting. Will show more screenshots later.
I put it up on the steam workshop.
http://steamcommunity.com/sharedfiles/filedetails/?id=763831319
Just finished rigging them. I’ve noticed it’s a little hard matching the poses 1 for 1 due to the source material being sprites. They tend to have longer limbs for exaggeration and emphasis purposes. I’ve stretched their limbs a little bit to try to make up for the static nature of 3D.
Probably gonna revisit it in a day or so.
For this project, I took the time to learn how to paint in Mudbox since I've never done a full texture from start to finish in it. I think it turned out fairly well. I painted at 2048x2048 but even down-res'd to 512x512 it's still looking really good.
Sketchfab:
https://skfb.ly/TFzN
Did most of the base sculpting today. After going outside for a while and coming back I noticed it needs a lot of work.
I've worked on her head a while back, so most of my sculpting earlier today was a focus on the body.
The concept I drew:
Today's progress:
Current progress. Surprisingly, I'm not running into very many hiccups. It's matching my drawing fairly well.
Originally I was going to make her in game spec but I had a change of plans.. This entire thing was a learning process so there's some things I need to do differently next time depending on if it's going to be just a sculpt or in-game.
I still plan on making a game spec model but that'll have to wait for now.
Folds is definitely one of my weaknesses but I’m trying to work on it.
Normal map baking went well. Still need to clean up the textures, but overall I'm generally pleased.