Hello there! First time posting here, so no idea if I'm doing everything right or not.
Have been working on this scene for a while, and today was the day when I've finally finished the highpoly for the character. The next is retopo... oh joy!
The base for the pilot was generated in Metahuman, character posing and rendering done in UE5, the rest - pure ZBrush.
Lighting preview; For the final render I'll strive for the feel the version without PH mats has (the two shots in the middle);
"Cradle" in the cockpit; Most of it was made for subdivision (pity tessellation isn't a thing in UE5);
Pilot's life support wetsuit
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that looks super interesting so far.
Nice!!!
Lowpoly for the char is finished (~90k tris), projecting weights from the base metahuman in blender has yielded mostly satisfactory results, and everything works in Unreal without any issues. Next is fixing the weights, doing some technical work in blender, getting it unwrapped and finishing the ship itself.
The pilot has been finalized; SSS requires some tweaking but for some reason UE5 wouldn't allow me to edit the SS profile...
One other thing I haven't mentioned before is the artificial umbilical cord that would connect the pilot with the ship. The mesh itself is ready but I am still to figure out how do I want to handle posing it.
The webbing is done... I've always wanted to try out using detail normal maps and finally stumbled across a mesh where it makes sense to use them. Not that great of a difference, considering that the thing has an 8k texture, but intensity and size adjustments are sure handy.
Some more texturing, with the detail normal maps actually making a big impact. Also can't shake the feeling it's awfully crooked (it is but just a tiny bit).
Still tooling with the tileables; Getting a decent result that looks on par with a hand made 8k texture isn't easy, but I think I've figured it out and will have it looking pretty soon. Some tweaks to the pilot's materials, added some detail normals, better roughness map, etc. And I've figured out what was wrong with the SS profile, finally. The repeating mechanical motifs were updated too, unfortunately in this case it's hard to tell the difference between a PH dynamesh barf and a properly made model, heh. Made them in Fusion 360; Though ZBrush is good for pretty much any kind of modelling, when it comes to hard surface ideation Fusion is just more comfortable. Oh yeah, also added the metal balls for the armrests.
I'll have to deal with the cord soon, still little clue how. panicking. send help
Getting close. Please, if by any chance anyone is reading this, tell me if the pose is ok. I still have the opportunity to tune the hands and the head, but the tunneled vision is getting pretty bad now.
i can't give many advices , but what you show here is simply gorgeous.
Thank you, I appreciate shoulder pats as well.