Hello! I work full time and have spent the last 2 years or so teaching myself UE4, Blender, Photoshop and Substance Painter in my spare time as a hobby. I've created Roxie with the goal of creating a 3D stylish action game (Devil May Cry, God of War, Bayonetta, etc.). The character model needs to be capable of pulling off some relatively extreme poses so I can't really get lazy on the topology and texture work.
Concept Design
I'm looking for feedback on a lot of different things in particular, but I'd love to hear whatever else the community here has to say. Specifically I'm looking for a peer review of:
- Topology
- Rig (for building CGI video in blender and also used in UE4) - I used Blender Rigify Human Meta-Rig
- Texturing that is sharp, game engine efficient and animates well (minimize stretching)
And here's what I know is incomplete or has problems:
- The face/skin texture is temporary
- Eyebrows are missing
- When bent all the way back, the knee cap comes through the thigh (see right knee in pic below)
- If the character arches their back, the texture on the belly of the corset stretches unpleasantly
- Face rig is not yet usable. It still has the default auto-weights. I'm not sure if I should spend the time to properly weight paint it and use the bones or just go with shape keys and delete the face bones.
- The shorts are meant to be a kind of latex/plastic. I think I need to start over the normal map as the current wrinkles on it don't seem to make it look like latex. Alternately I'm considering bailing on the plastic pants and just making them a black cloth material (like women's running shorts).
- I'm not entirely happy with how the ponytail sometimes has some sharp bends when posed certain ways (see pic below). I'm trying to figure out a way to make it bend smoothly without just piling on a ton more polys.
- There are way more polys than needed on the blue light beams between her prosthetic and stubs. I'll get around to optimizing that later.
Close up of the corset and center flex point on the sides.
Close up of the cannons on her heels. The are currently rigged/animated to retract into the foot (nobody needs to walk around with cannons on their arms and legs ALL the time, right?). The red light are a sort of power meter and are set up so I can turn each of the 4 bars emissive layer on/off to indicate the current charge level.
Here's a short animation of a walking loop I created. I was able to import the model and animation into UE4 and program her to walk/run/jump and a few other things as proof of concept.
https://youtu.be/E3criAE1q48
Thanks for looking and I'd love any feedback!
Bonus Concept Art
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