A game ready model of Viceroy Zhou Yu with the likeness of Hong Kong actor Tony Leung Chiu-Wai who played the character in John Woo's 2008 film Red Cliff.
Rendered in real time in Unreal Engine 4.
Background elements and Particle effects are provided free from Epic games within Unreal Engine 4.
More breakdowns, process, references available here,
https://www.artstation.com/artwork/baDw1dMore breakdowns, process, references available here,
https://www.artstation.com/artwork/baDw1dReference
Replies
This was made as a commission so had to make a few sacrifices to account for the shorter duration of time to complete this model.
I'll be running a pass on this, to improve the definition of the stitches (maybe a small specularity tweak, procedural grunge pass over them) as I make more accessories and also a horse for him to ride.
His outfit is very poofy in the reference so I found the folds to be less defined than how I'd want them, Also I think the lighting is killing a lot of the definition.
I don't have a proper image of his pants, but here's another guy who wears something similar.
I'm also looking into using apex cloth when I make the model playable which should make the folds a bit more crisp.
1. The hands seem too small in proportion relative to the head.
2. The folds on the sides/backs of his pants seem dark and indistinct. Maybe the AO is too strong? Maybe the folds crispness didn't translate during the bake?
3. Jade handle doesn't look like jade, seems too dark.4. Renders on Artstation seem really small. I'd love to get up close and personal, but when I maximize they're pretty small.
5. Lighting could use more love. Compare to the nice lighting in your reference (value, angle, color).
Another example of nice lighting: https://www.artstation.com/artwork/9a4OR
I hope this helps!
I was wondering about the hands, they seem to look better in the relaxed pose, but I'll add some variations here so its easier to decide.
The pant likely has subsurface with incorrect values, I need to rectify that and I think its missing a scatter map that's causing the weird AO effect.
I'll also add some passes of the jade, the lighting affects it a lot so maybe I should just re render in a scene that's more brightly lit.
It is an emissive subsurface material, so its look seems to depend on those two values mostly.
Thanks for the link on the lighting!
I'm also looking at a few lighting presets and pre lit stock scenes to present the character better.
Thanks again!
I made the following changes.
- I raised the roughness (reduced specularity)
- I reduced the procedural grunge - I was doing this to define the clothing better, and this was what was causing the excessive AO effect in Unreal 4. It would have looked better in a presentation with more dust I think.
- Going to post a pic in engine next (have to compile textures) I'm also going to use a few lighting presets I found. I've removed Subsurface for the moment.
- One issue with crispness in the clothing is that it isn't actually there in the reference, like crispiness may look better so I'll try out a pass, but how does this look for now?
Before
After
And they use scans as blendshape targets, so you get incredible accuracy.
Like its still difficult to use UDIM's correctly in games to get the best possible detail at the highest resolution and if a character is in motion you may not really see certain areas very closely.
I think it really depends on the focus on the piece. I am thinking of doing study sculpts of just different body parts to high accuracy.
For games, it really depends on end result and deadline. One plus here is that most of the jobs I'm getting are portrait work so that's a good sign.
I'll increase the rim light and its radius, I think its too focused on one side of the model.
I'm still iffy about the folds again trying to keep to the reference, but I'm thinking of making them larger.
I'm thinking of a more grungy battle presentation, when I'm finished my horse for the model, so I'll add the variations there. I was going for a cleaner look with this variation.
I'm meaning to do more expressions as part of blend shape studies using visemes, there is a facial rigging approach to that which I'm still learning so it'll probably be after that.
About the jade handle, these are the references I've been matching to,
The jade material I'm using does look closer to Eric's reference with more focused lighting, like you can see the lighter areas more, but the actual photo references is a very dark jade. ,
(this is with the old hands, the new larger hands definitely suit him more.)
Interestingly the official licensed sword has all the jade elements in metal,
Just for presentation, I'll making a sub project focusing on this sculpture and variations using different materials so I'll add erics lighter jade example to that.
Like of course there are parallels, but for the most part given what you actually do on the job and what they are paying you for the role, I really doubt the "you are only as good as your worst piece" holds water.
It is possible to nit pick the work of even the very best artists.
Don't want to be called out for shaming people (not what I'm doing) but I've sent you a pm of two such examples from well known artists that ended up on kotaku and literally the whole comment section has issues with it. Its literally freaking people out. (this is the total opposite of the reaction on artstation who are showering the artist with praise.)
If we were to judge these artists on those pieces alone, following that popular logic maybe they won't get a job lol. (or since they already have jobs maybe they ought to be fired)
As an artist always good to improve regardless of how conflicting the critique may be, and I wouldn't say a piece is totally ruined by something that isn't done correctly, more on the audience to focus on what they want to appreciate.
I find the better recruiters doing this, especially if they are hiring for junior to mid positions. Its seeing potential and the best in people and that's good for business too in the long run.
I do think that most artists agree that regardless of how finished their pieces might be on artstation, they're always going to be works in progress at some level as far as their own personal development is concerned.
I just can't make up my mind about what you specifically need to get work in the industry as far as portfolio's go. Its very subjective and there are far too many variables. If there were rules I think we'd all have jobs by now lol.
For my part I just try to focus on the ones I can control. But I do like writing about the ones I can't lol.
Also defined the folds at the back better. There was a stupid bug that was affecting the lighting in the model.