I've been working on the Zbrush model, but I might go back and change her costume... Does anyone have any suggestions on that? The original character that I'm changing looks like this:
So my plan is to make her older and more humanoid, like the beast forms the Zoanthropes change into. I wanted to keep a similar costume like her human form has, (Hard to find good pictures of her...)
since I figured the different beast form was changing her enough, but I may try something different... like wild west or something.
Here's the Zbrush so far.
Looking nice so far, Bloody Roar is a favorite franchise of mine. (Though I never did play number 4) There are all kinds of ways you could go with the costume if you wanted... Wild west would be interesting, but I think you've got a cool idea already with the costume sketch you did. Also, I believe her costume is based on the Japanese miko (spirit medium), so looking up reference for that might give you some ideas. Good luck!
Spent the last week and a half learning UDK. I don't have the UDK scene set up yet, but I have the AO bake, normal map, spec (almost done), and her pose ready to go. I'm open to suggestions on the pose. If there's to much stuff overlapping and such. It's based of my sketch. Need to pump out the diffuse now..
This is a screen cap from Maya with lights and high quality turned on.
Here's a screenshot of the character in the UDK. The texture is still a WIP. The shadows look terrible... anyone know a setting to make those look better? I have 3 lights in the scene: a dominant directional, a skylight and a point.
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So my plan is to make her older and more humanoid, like the beast forms the Zoanthropes change into. I wanted to keep a similar costume like her human form has,
(Hard to find good pictures of her...)
since I figured the different beast form was changing her enough, but I may try something different... like wild west or something.
Here's the Zbrush so far.
This is a screen cap from Maya with lights and high quality turned on.
Here are the AO bake, normal and spec maps.