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Sketchbook : EtotheRic

polycounter lvl 20
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EtotheRic polycounter lvl 20
Hello and thank you for stopping by! 

For my initial project here I want to post some progress on a personal project I have been busy with. In short, I am creating both a posed hig http:// h poly and real-time version of my Diablo 3 crusader with my transmog gear on. My goal isn't to recreate the existing in-game assets but to do a higher resolution version aimed at something like a current 3rd person type game with higher resolution assets. (think Darksiders style hack-and-slash)

First step was to sculpt a the high poly assets and create a nice posed render with a pedestal. The entire process I challenged myself to was to complete entirely in Zbrush and learn Zmodeler as well as try out some new processes. I succeeding in doing this with the exception of the sword, which for whatever reason was going crazy in Zmodeler, I think because I was working in both x and y symmetry modes which was causing some tools to do things like overlapping faces. In hindsight I could have just worked on a quarter of it then mirror and welded a couple times but in any case, it was just the base mesh I created in Modo and the remainder of the work was done within Zbrush. 











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  • EtotheRic
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    EtotheRic polycounter lvl 20
    And on to the real-time assets!

    So in the past I've done a lot of texturing in Photoshop, Mari and 3D-Coat but have yet to finish something in Substance Painter. With that in mind I am using painter to complete all the texturing with some finalizing in Photoshop. I used Modo for all the retopology and UV work. 

    UV layout (since this is just a personal project I have the luxury of not having to break this out into separate armor slots)


  • EtotheRic
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    EtotheRic polycounter lvl 20
    So I used the helmet as a quality and style bar. If anyone has suggestions or feedback, please let me know. I don't want to get super grainy or detailed with this as it is fairly stylized. I will be using this as a template for the rest of the pieces moving forward. I was pretty happy with how cleanly painter baked out all the maps. I ended up splitting the helmet into 15 separate pieces to do so.

    Toolbag:





  • EtotheRic
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    EtotheRic polycounter lvl 20
    I finished a few more pieces in Painter last week. I toned down the noise a bit on the painted metal portions and adjusted color values for a bit better contrast. It's really nice being able to share materials!



    I spent a day or 2 in Designer as well going through a leather tutorial and making some of my own changes to it. I wasn't totally happy with the results so I didn't end up using it yet but ultimately I'd like to make some stylized versions of real-life materials.


  • EtotheRic
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    EtotheRic polycounter lvl 20
    I finished texturing the rest of the parts last week. 



    Right now I am working on the face and hair, then the pedestal.

  • EtotheRic
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    EtotheRic polycounter lvl 20
    Finished the face and hair painting. Also made the low poly pedestal, UVs and texturing. I'll be doing some polish in photoshop and modo then putting together a toolbag scene.


  • EtotheRic
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    EtotheRic polycounter lvl 20
    Getting there. I still have work to do on lighting and some texture/geometry polish.  The lower body was a bitch and a half. This is the real-time model in Toolbag.



  • EtotheRic
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    EtotheRic polycounter lvl 20
    I think I'm ready to call this done after what seems like forever. Added the final effects and lighting pass.





  • EtotheRic
  • EtotheRic
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    EtotheRic polycounter lvl 20
    I started a quicker piece based on this concept by Hong SoonSang
    Currently just basic polypaint and Keyshot.



    Currently I'm working on a low poly version before I make a nice posed, high-poly version with good materials and lighting. 
  • EtotheRic
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    EtotheRic polycounter lvl 20
    Still noodling along on this. Low poly render in Modo with Unreal nodes. I did the texturing in photoshop and substance painter. I added some subtle baked in lighting to the textures and some subtle toon shading layered above the unreal layers.


    I got the skeleton set up as well but haven't had a chance to skin yet. I'll be working on props next.

  • EtotheRic
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    EtotheRic polycounter lvl 20
    Did a polish pass on the model and textures. I dropped the cell shaded stuff, it was just adding too many hard edges. This is from Toolbag.

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