Hey, everyone. This is going to be a thread dedicated to my current side project. I'm working on this for fun in my free time. I wanted to share my process with you all and hopefully wrap up this bad boy at the end.
Latest:
I decided to work on the wonderful concept by Peter Konig.
http://www.theartofpeterkonig.com/The rendering of this image is so great. I love the shapes and attitude of this creature. For all his gnarly teeth and horns, he seems like a chill dude.
I analyzed the image and came up with a sheet of reference / inspiration before starting.
Block Out / Large Forms -
Blocking out the shapes, look at those stubby feets
Medium Forms -
Here's a quick Keyshot render of where I'm currently at. I've been primarily focusing on the medium shapes now. I'm using clay tubes and clay build up to start building up shapes. I started merging some of the pieces into the body (still need to merge the back legs next) and built out the face more.
Some fast turn around sheets of the model so far. Still need to work on some areas. I'm figuring out how the scales will work with the rest of the body... I think they might be too thin in the back. I'll also try and stagger them in the final layout so it's all not uniformly down the middle.
I'll be using this thread to update my progress. Any crits/comments are welcome, thanks for looking!
Replies
http://www.letsgo-europe.com/united_kingdom/northern_ireland/ireland27.jpg
@gfelton - Thanks man! Yeah, this next render addresses the hip issue. I merged the back legs now with the rest of the body.
Update on Beasty -
I got some time tonight to work on the new back rock treatment. Also steadily going through and doing another pass on the overall treatment of the horns and legs.
I got the low poly done for this guy after working on and off on it, UV unwrapping, and then did some bakes today. I was very inspired by watching the Zbrush Summit all weekend long. I really wanted to incorporate some of the techniques I saw and up my game in Substance Painter.
This is just the bakes I made out of Handplane with some painting I've done in Painter for the diffuse. I'm not sure if I want to push the style to be too handpainted, with the treatment of the highlights. I think I'm going to do some quick passes, evaluate what it looks like in UE4 or Marmoset, then come back to Painter to correct back and forth.
(No eyes, super scary! ...I'm gonna add the eyes tomorrow. I wanted to have a smaller separate material for the gloss/reflection.)
I also wanted to aim at making this guy close to online game specs, so close to 10k tris. There will eventually be a 1k map for the body and a 256 for the eye material. After I've done some more painting, I want to make a nice stage with some rocks/foliage for him to stand on and give him a final pose once it's all done.
I textured him in Substance Painter, had an awesome time learning that workflow between that and Photoshop.
I decided to pick up and try Quixel Megascans to help with some of the set dressings for this guy. Overall, I had a lot of fun with this side project. I learned a lot by doing this, from Substance Painter 2 workflows to 3D printing.
- Thanks, this is something I feel I have been struggling with. I felt I had some good base colors, but making the textures feel different has been a challenge. I went back in and retooled the specular map and removed the gloss map I was using. I also added some more wear to the rocks, tusks, and bone to get more of that material separation.