How's it goin' everyone?
Been awhile since I've posted some personal work but figured no better time than the present.
I've been cooking on this guy for awhile now and have mainly been focused on keeping the 1P view interesting while trying not to over-detail the high poly as a whole. It's been a lot of back and forth, picking up and putting down, but I can most definitely say that coming back to it with fresh eyes over time gave me a better result in my work.
Sometimes I've made personal art where I've felt super rushed for no good reason (?) and I didn't want to do that with this piece.
Anyhow, here is the polished High-Poly as it stands. I've been working on the Game Res mesh and a particular challenge I have right now is around the ropes. I need something that is optimized and respectfully conservative for a Game Res, but still has the polygonal fidelity expected in modern games.
I've got a few ideas for approach and I'll likely do test bakes before fully-committing. I'll post my findings then.
Thank you for taking a look!
Cheers
Replies
I'm not sure traditional methods will get me all the way, so it's gonna take a lot of experimentation to find a nice middle ground between PBR, but with the nuances of handpainted work.
Her work can be found here:
https://www.artstation.com/drawmaevedraw
Maybe with more fine winding on the rope, it'd be easier to bake, and also to create a much more game-res friendly mesh
It does make sense to have less silhouette. I did some bake testing on the rope last night keeping the geo very simple (just a cylinder) and I'm losing some of the form and profile that I want to maintain for first person. I think I can get away with keeping simple geo for the part attached to the main axe-head itself, but I think it's going to take some trial and error to get the FIrst Person view to look good with the rope while keeping polycount low!
I appreciate your feedback and suggestions dude. I will post some results using different methods soon.
Best.
Been noodling around and polishing bakes between taking a first pass at the texture.
One of the couple of challenges here is finding a good middle ground for the metal as it contrasts super hard with the other materials. I'll likely end up reducing the amount of metalness until I get something less loud. I also need to work in some separation between the different metal elements as currently there isn't really any.
Good news is that the rope baked out fairly cleanly on just a regular cylinder, so I didn't have to spend a ton of extra geometry on it luckily.
I started doing an initial setup in Marmoset as well and worked on matching my lighting and shading to that of my Painter Scene. Doing it in tandem seems like a good way to check for parity at the time.
I like it.
More updates coming soon!
Better screenshots / texture process gifs / high poly shots over on my Artstation Page!
https://www.artstation.com/artwork/qaDvR
Concept by Maeve Broadbin
https://www.artstation.com/drawmaevedraw