Hi there!
I am starting a new project - Kirin Jindosh Lab from Dishonored 2 in Unreal Engine. Yes, Dishonored again
My plan is - create the main laboratory room, the second floor where Jindosh sits, also a corridor over the waterfall, and an elevator room with the
elevator.
Yes, there is a lot to do, I have not so much ready stuff from the Hypatia apartment project, but hey, why not)
So, let's have some fun!
Replies
For size measure I used Jindosh dead body ) As I know, the size of the male characters in Dishonored is nearly 195 sm, so basically I used 2m as a start point.
I created floor planks and added some base textures, then started blocking the window. For the glass, I want t use cubemaps, because I don't think it would be right to leave an empty sky behind the scene of the corridor.
Basically for this project, I need 4 types of the cubemaps - two sides of view from the corridor, sky, and view to another room. Good luck to me!
Well, there will be 2 planes - the first one is for the faked environment with no rough or gloss, just a picture, the second one plane is going to be my glass - with spec, rough, masks, etc. I think this is a good decision, hope to test it today.
There are some bugs with uvs, also textures look not so good as I want them to be, this all need improvements.
Yes, I am going to work with the floor, now it's too simple and has no history in it.
I used a lamp from a previous project and there is a bug with uvs, so it needs to be fixed.
Also, the windows in-game are thinner and aesthetic, so I need it also need some improvement.
That's why I create quick textures and test all my basic scene in Unreal - I can see more signs than only in 3d editor.
So, I will work with these parts, then make doors and arc for it, then a lever, then improve my backgrounds and the corridor is ready
That why now I sculpt Jindosh face. It's very interesting, his face is soooo strange and interesting!
Some wips:
So, I think that I am in the final stage with detailing it, the main problem is the hair. I like how Artists from Dishonored sculpt hair, it looks soft, natural, stylized... I want the same for my artwork. For now, I change his hair four times! But if worth it.
Screenshot of the progress:
I understood too late that hair strands I had to do not separate from the head - but we have what we have now. I hope that in the end, the model will look at least good )
Some renders:
If you are willing to go back and fix some stuff on the head there are some things you feel like you could touch up.
Not the greatest paintover here but here we go.
I think the jaw goes too far back, the hair could go further down and is missing the "sweep" thing, the hairline should have a sort of M shap, the neck is a bit short, mustache is a little thick, and I don´t think he has a chin dimple thing, the area around the eyes could use some love and the shaping of the eye is a little tilted, the bumps beneath the mouth are a bit too much and the forehead shape is a little flat.
Hope that helps
Yes, after baking and adding some textures I saw that he looks not like I want. Also, my work-related acquaintances showed me where I failed on my sculpt, so I am fixing his head now.
And I want to make his hair added to his head, so there will be a nice conversion between skin and hair.
For the main ref of his head, I use this original renders of sculpt by Farid Dridi
Now my sculpt looks like this, but there are a lot of stuff to fix
I think that now his head looks much better. Still have some issues with his hair, but now I really like all his head more.
I don't know if it is the final version or I'll improve it later, so now I am creating Jindosh cloth: