I'm dusting off an
old piece to add to my portfolio. I'm still undecided whether to make this cinematic level or game resolution but I have this as an idea for a IP I've been developing for awhile. Currently I'm redesigning the helmet and spaulders. The thought process behind it is the left side (Devil's Hand
) has more of an organic and spikier shape language where as the right side is geometric and orderly like a paladin to portray the idea that Demon Hunters have to have one foot in heaven and one foot in hell. The design feels a little disjointed so any feedback/tips or design references would be greatly appreciated.
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Adding more to the facial hair. He's feeling kinda wax museum-y at the moment. Maybe thats because he needs a roughness map to break up the specularity?
This is his zbrush sculpt:
And this is what the render with all the shaders setup looks like:
See how a lot of that detail has been smoothed out but still has texture. I would take another pass at your sculpt and bump up the resolution to sculpt in some sharper details. I would also recommend finding some work on ArtStation that you like and see if they have images of their sculpt stage and see if you can hit something similar
- Separate into texture sets of varying resolution (head 4k, body 4k?)
- Trade some UV distortion for more pixels at critical parts (for example scale up face, squash back of head UVs)
- Consider mirroring UVs for parts that aren't on the center line and are covered up (arm, leg)
Perhaps it would help you to inspect (and potentially re-use) sample content. Unreal has Metahuman and Paragon character, Toolbag has some good tutorials/writeups that might transfer (this one?), probably there is some Blender-specific content too.
Keep it up!
As an example, here's UVs from an old Metahuman head I had lying around:
Borders are straightened, face takes up more space than back of the head, a continuous UV island makes it easy to use tiling textures without seams showing in prominent areas.
Again, there's plenty of resources freely available to take notes (and parts, credited ofc) from. Whether the UVs are good, only tests will tell
I was wondering if anyone had any advice on armor topology and UVs. It seems like such a waste to me to have faces and UVs to an area that is hardly seen at all.
In Diablo 4 it almost seems like they coil an edge over and either remove the geometry or give it some sort of dark metal low resolution texture.
What is a good practice here?