Hello everyone. I am working on Cloud from the final fantasy series. My main aim is to start learning UE4 and try come up with some sort of workflow.
Last week I bought a new gfx card so now I can run UE4 with good settings. So, for now I am going through the basic tutorials on UE4, if you have any good tutorials you can recommend to me please feel free to post them.
I am aiming for a style similar to the remake/ffxv.
Please help me along the way.
Replies
Are there too many strands per clump in my alpha map? Does anyone know if its better to have fewer, but thicker strands or lots of thin strands?
Looking at some close up image of the stands of hair it seems to be quite sparse and have more gaps inbetween.
More tinkering about, Heres a outdoor scene to better evaluate it.
Keep it up!
references:
UE4 How to Synch Animated Armor: https://www.youtube.com/watch?v=bE0g_djR12s
Thanks for the critique. I will take a look at it once I have finished with the body.
@TeriyakiStyle
Thanks for sharing the video; it is always interesting to see other people's workflow for hair. hair and fur + instanced geometry I will give it a try when I start to work on the hair again.
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I started working on the low poly model for the head + body and did some test with maximo rigger to check for problem areas. I was originally aiming for a triangle count of 15k, but it seems like it will probably end up at 20-24k.
I am having problem with the latissimus dorsi that goes from the back all the way to the front as seen here. I think its important to be able to represent the walls of the axilla, so I was wondering if anyone had any ideas on the toplogy for that? You can see it stretching too much when the arm is being raised from the image below.
I will probably have to redo the topology for the arm since its deforming strangely.
Some animation tests.
Tips for believable character deformation and animation
HippyDrome's topology for articulation
- Added the mouth and eye bag to the hires sculpt to stop artifacts in the bake
- Sculpted the teeth and tongue, also did some mouth shapes to try to place the teeth correctly inside and to ensure the mouth bag was against the teeth.
I was wondering if it is better to project the hi-res details onto the game res model in Zbrush and then just work on that instead?One thing I noticed was how easy it is to see the edges of the silhouette that make up the nose, ear, and chin, so I am going to try adding in more topology there and hope the UVs dont mess up.
References
Placing the teeth: http://www.chrisevans3d.com/pub_blog/the-jaw/
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3dsmax
While searching for tutorials on hair I stumbled upon some resources below which I used to help divide the hair up into more manageable chunks and guide the hair flow. Currently I am at the stage below where I have planned the overall direction of the hair and I will start over redoing each section.
Any C&C or tips on the hair is appreciated before I begin the tedious part of placing lots of hair cards.
I think the image above is the old noctis from versus not ff15.
References
http://www.jp.square-enix.com/ff15/special/fankit/reference/
Eye rom test
I added the following since the last post:
I have pretty much finished the face rig, but still have some problems with the skinning and the outliner is a mess, so I amprobably not going to spend too much more time on it besides trying to figure out a way to make it scale nicely.
I started working on the in-game resolution models for Cloud's default costume. I have tried to keep the silhouette of the surfaces and for now I am just throwing on some UVs to test the bakes. I will probably try using tillable normal maps for the cloth details.
- I decided to pack the entire costume into one UV map.
There are a few things that I am finding strange with substance painter.- It's not possible to hide a mesh so you cant paint on the mesh underneath it. e.g. sweater and belt.
- Cant paint across multiple texture sets.
- Cant import more then one mesh.
Feels kind of backwards, but it beats painting on the uvs directly.How can I improve the uv map? I was mainly aiming for low distortion and consistent texel density. I am keeping the texture resolutions at 2048x2048.
For the textures I am trying to go for someone who is well travelled since he is a mercenary, grimy, beat up, and overall use dark muted colours which will hopefully fit him into ff7's dystopian society.
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Since I usually don't like posting without updates. I will have to redo the boots, left gloves and figure out a way to bake the bolts without it doing strange stuff because they all share the same uv space.
Is it usual to have so much free space in the UV map, or should I scale everything up to fit the space?
Thanks for the critique. You have a good eye. I scaled a scan next to the model and rotated the arm to the same position and the upper arms are definitely too long. I will make the changes.
Where did you learn that the elbow lines up with the ribcage? I always thought it lined up with the external oblique.
http://www.drawinghowtodraw.com/stepbystepdrawinglessons/wp-content/uploads/2016/04/ideal-proportions-various-ages.jpg
Thanks. I will keep that in mind when sculpting in the future.
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Only a small update.
- Made the upper arms shorter.
- New hair material. There are some problems with the hair flickering as the camera gets further away (textures needs padding?).
- Fixed problem with incorrect roughness, and metalness from the exported substance painter texture. You need to turn srgb off in the texture settings for it to be interpreted correctly by UE4. https://forum.allegorithmic.com/index.php?topic=6849.0
- Added nipples.
Hopefully I will be able to work over the weekend to finish this up.Thanks again for the critique. I think the problem may have been the dithering from the temporal AA or the texture mipping. I have the tangent maps baked for the hair.
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The brown thing was just a problem with the UV map when I export from ZBrush... not sure why it happens, but I have to manually merge the UVs together in maya to fix it.
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