Hi guys,
at the studio (Bohemia Interactive) last year we prototyped new character pipelines and UE4 awesomeness.
I'm sharing some of the disclosable work I did.
It consists mainly of character art and in-game asset prototypes.
I will start with a hero head inspired by a younger Daniel D. Lewis.
(Please note the actor is not gonna be in any of our games, it was simply a "prototype".)
It's 15k triangles. Head standard topology was co-created with talented colleague David Vacek!
It uses a stripped down version of Epic's SSS shading model and eye material.
It's been sculpted, modeled, textured in Zbrush, Photoshop and 3ds Max.
What you see are simple realtime UE4 screenshots.
I hope I'll keep updating this with other shareable stuff!
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Replies
The SSS map I used it's a desatured diffuse with whiter values painted in. It's not an ideal solution though.
More interesting results can be achieved by baking: curvature, translucency or local thickness maps in xNormal and then author in Photoshop.
UE4 will give you really good results even without opacity map.
Having said this I need to admit that about 90% of my work comes from sculpting and texturing.
Coming from a traditional background that is still the phase where I spend most of my time.
I will continue the sharing meanwhile. These are the Zbrush sculpts of the head.
It's about 7k and it's living in Marmoset Toolbag 3.
This is a prototype of a 1st person set of hands/arms. It's still in UE4 and uses the same skin shader setup of the head.
Topology co-created with David Vaceck.
This is a prototype of uniform and vest I created. It has 4k textures and it's presented in UE4.
I will upload more stuff tomorrow hopefully!
Again what you see are 4k maps and around 50k for the whole uniform.
In the meanwhile you should be able to find it in Project Argo if you wanna give it a go.
I am working with this awesome artist, college and friend Rodolfo Fanti In Bohemia Interactive on characters. And I'd like to add few screenshots from my bits of work we are allowed to show, because it is not gonna be used for any our games. Purpose was prototyping.
Here is head I did. Originally based on M. Fassbender.
Same topology as Rodolfo's head, we used WrapX to reuse our base co-created topology.
Modeled in ZBrush and 3dsMax, textured in ZBrush and Photoshop
Screenshots from Marmoset Toolbag 3 and UE4.
Model done in Marvelous, ZBrush, 3dsMax. LOD0 - 62 838 tris
Textures done in Substance Painter, for baking I used new tools in Marmoset Toolbag 3.
Screenshots from UE4, Marmoset Toolbag 3 and ZBrush.