New WIP, elf character for Unreal Engine. The highpoly is mostly done, so now working on the details and low poly. Not a fan of the folds on the sides, so I will address those before continuing with the low in that area.
Here are some shots of the boot in UE4, I did the boot first to make sure I could make a shader that was going to work for me, im happy with how it turned out.
These shots are using 512 maps, unless otherwise stated, and then detail maps and shader work to make it look much more high-res and detailed.
Currently looks more like a female Link than a straight up elf, not saying it's a bad thing, just that's the first place my mind goes (green, skirt, leather, gold).
I'd love to see the material/texture break downs. Looks amazing. I assume the stitching is basically modeled in?
For my taste the pattern on the fabric could have a bit more contrast. Or change the direction of the weave for the darker areas if that is even possible.
@ZacD Ill show off the materials when I finish. The stitches aren't modeled in, since I'm trying to use low size input maps I would need a 2k or larger to make the stitches show up. Instead, those are a strip of tiling stitches, on their own geo, used as defered decals in UE4, similar to how they do things in star citizen.
pretty standard UV layout. To make up for the small normal map, I use a lot of geometry though, she will probably sit in the 150K range when I'm done, the boots are 9K each right now. Ill show off the wire and uvs and stuff when I finish though.
@ZacD Ill show off the materials when I finish. The stitches aren't modeled in, since I'm trying to use low size input maps I would need a 2k or larger to make the stitches show up. Instead, those are a strip of tiling stitches, on their own geo, used as defered decals in UE4, similar to how they do things in star citizen.
pretty standard UV layout. To make up for the small normal map, I use a lot of geometry though, she will probably sit in the 150K range when I'm done, the boots are 9K each right now. Ill show off the wire and uvs and stuff when I finish though.
Using geo for stitches is interesting technique. I assume that in
the end it will be around 1-2k extra triangles or even less but it's not
big deal for 150k range, right?
Haven't updated here in awhile. unreal engine side shading/texture work is like 75% there now, still need non-placeholder hair and then pose specific stuff like blood and weathering.
ha sorry @LoganTMT, missed your comment. Progress is slow, there is a new baby in the house, hard to get too much done.
I ripped down the hair, went to the straight unreal hair shader and am reworking the alpha/geo, trying to find a new style and learning more about Xgen.
I think I will go back to having the ponytail over the right side shoulder.
She is Gorgeous Ysalex! All the time put in to her really show through.
A question regarding the braid, did you model it with the plains completely vertical and then skin it to a spline to place it? Or did you model it over the shoulder from the start?
I'm not sure if it's a difference in preview renders or what, but there seems to be something off to me about her eyes in your latest posts compared to the Jun 3 update. Her eyes have an undefined quality about them by comparison, and the eyes themselves look irritated and milky.
@Nuclear Angel I did both. The large braid is modeled in place, because it has so many flyaways and strands. For the hair that is entwined with leather, and the smaller braids, which aren't so complicated, I did it how you said using a curve and the wire deformer in maya.
@ja000ha Yeah good point, I made the eye a little more red to get it to sit in the socket better with the skin, but its too red. Probably just needed the additional red at the border.
Maybe it's just me but I feel like the color variation on her face is a little bit too noticeable. More specifically I think the grayish of the jaw area stands out too much compared to the reddish of the cheecks.
Great work anyway. The time you've been spending on it was definitely worth it!
Replies
I'd love to see the material/texture break downs. Looks amazing. I assume the stitching is basically modeled in?
And can you reveal some wireframe shots and uv layout?
Are you using any specific actress/model as reference for the face?
Did you model the arms on it's current pose or a bit more open?
Will you model the hamster too?
For my taste the pattern on the fabric could have a bit more contrast. Or change the direction of the weave for the darker areas if that is even possible.
@ZacD
Ill show off the materials when I finish. The stitches aren't modeled in, since I'm trying to use low size input maps I would need a 2k or larger to make the stitches show up. Instead, those are a strip of tiling stitches, on their own geo, used as defered decals in UE4, similar to how they do things in star citizen.
http://polycount.com/discussion/155894/decal-technique-from-star-citizen
@mickeyvpn
pretty standard UV layout. To make up for the small normal map, I use a lot of geometry though, she will probably sit in the 150K range when I'm done, the boots are 9K each right now. Ill show off the wire and uvs and stuff when I finish though.
Using geo for stitches is interesting technique. I assume that in the end it will be around 1-2k extra triangles or even less but it's not big deal for 150k range, right?
Honestly I"m just glad you still intend to finish this piece.
I ripped down the hair, went to the straight unreal hair shader and am reworking the alpha/geo, trying to find a new style and learning more about Xgen.
I think I will go back to having the ponytail over the right side shoulder.
A question regarding the braid, did you model it with the plains completely vertical and then skin it to a spline to place it? Or did you model it over the shoulder from the start?
I did both. The large braid is modeled in place, because it has so many flyaways and strands.
For the hair that is entwined with leather, and the smaller braids, which aren't so complicated, I did it how you said using a curve and the wire deformer in maya.
@jacopoS
70K.
@ja000ha
Yeah good point, I made the eye a little more red to get it to sit in the socket better with the skin, but its too red. Probably just needed the additional red at the border.
Thanks guys. I'll finish this one day.
Maybe it's just me but I feel like the color variation on her face is a little bit too noticeable. More specifically I think the grayish of the jaw area stands out too much compared to the reddish of the cheecks.
Great work anyway. The time you've been spending on it was definitely worth it!