Hey Polycount, this is my recreation of the Engineer hero from Heroes of Newerth. For anyone familiar with the game, the characters are low res, around 2k tris with 256 texture maps, however they have really nicely detailed character concept art. I've made my intepretation of their concept with a full scale character as part of a university project looking at character art development between different platforms or genres.
Let me know what you think.
I'm also working on a second character, translating from PS3 and Xbox 360 platform to low poly handheld scale. More engines are starting to implement mobile friendly conversion tools, Unreal and Unity to name just the ones I'm familiar with. I feel, if not already, that the industry will adopt full cross-platform releases, from PC, to console, to mobile. If anyone has thoughts on the matter or experience with it, it would be great to hear. Anyway, cheers for reading.
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Turn-around video on Vimeo <<
Original Concept by S2 GamesEngineer in Heroes of Newerthhttp://www.manxvikingarts.com/images/engineer/engineer_unreal_normals.jpghttp://www.manxvikingarts.com/images/engineer/engineer_wires_front.jpghttp://www.manxvikingarts.com/images/engineer/engineer_rig.jpg
Replies
do you have any shots on the highpoly? (im assuming this was sculpted initially)
Then I did some basic sculpting, normally I try to sculpt in most of the final detail, but I wanted to practice some 2d normal map techniques, so I avoided surface detail. Much of normals are edited with nDo.
Finally, after baking I realised my early zbrush base sculpt didn't reflect the proportions of the concept well enough, as well as other scaling issues with the bag etc. I brought the torso, legs and backpack into zbrush and used move to improve the proportions.
@felipefrango - Cheers for the reminder, knew I'd forgot something. As far as the leather goes, I struggled intially as well, in order to get a painterly style it seemed to require painting over-exaggerated cracked leather due to boiled leather being quite plain. In the end I used worn leather reference images, ran some levels through it to get the right balance for overlay, with additional over painting to push the edges. I'd say I prefer how the boot leather turned out in comparison to the main leather bits, I spent a bit longer getting the colour from concept and played with some extra filters. My first try texturing leather though, so I've got a few ideas for future attempts .
Here's the Diffuse, Specular Level/Colour, Normals. I had a Spec Power/Gloss for the little 256 texture for the cigar and goggles, but I ran a few nodes through the material in Unreal for the main body's Gloss map, certainly not a proper solution, just a last minute placeholder that I forgot to replace.
Crits on the texture work would be really appreciated, always the area I find the most demanding and it's not the neatest texture ever.
Diffuse
Normal
Specular