Hello. I've been working on a minotaur character over a few sleepless nights. I plan on rigging him and get him into UDK for practice.
Before I start uving or really working on details I would appreciate getting some crits on shape or anatomy etc.
Few things I've been wondering about:
1) I'm kind of unhappy with the shape of most of the fur and the legs. I've seen many hair sculpting tutorials for zbrush but not as many fur sculpting tutorials. Can someone give me any tips with this or perhaps a link or two.
2) Can I use skin morphing with UDK similar to what you can do inside 3dsm? or maybe blend between two normal maps according to the pose the model is in. I'm not asking for a detaild guide here, just if its possible or not.
Screenshots of sculpt:
back viewarm from belowhand from above
I haven't worked much on the hands yet, just roughly the shape but I would appreciate any criticism.
head other side
Thanks.
Replies
2)Yes: http://udn.epicgames.com/Three/FBXMorphTargetPipeline.html
http://deckardx08.deviantart.com/gallery/31849305#/d3c7fyq
http://www.zbrushcentral.com/showthread.php?t=111618
iamtravis316, thanks for the deviantart link. That's what I've been looking for.
Any idea how this would translate into udk? Would I simply retopologize the hair strands etc? Gonna have a read through that one tonight. I found the zbc tutorial few days ago with google.
Well more than likely just going off the hair on the image EmAr posted, You would probably need multiple planes with Alpha Maps on them. I'm not very familiar with hair/fur in udk. I'm pretty sure their are plenty of tuts on the internet on how to do fur in udk.
Like This:
http://www.cgarena.com/freestuff/tutorials/maya/lowpolyHair/index.html
http://udn.epicgames.com/Three/CreatingHairUsingAlpha.html
(so sculpting hair may not be beneficial if your planning on bringing it into udk. but like I said im not very familiar with fur and hair since im an environmental artist )
One way you could tackle this is by polypainting the clumps of fur now (basic under coat) and then use the hair alphas with the zADD and RGB turned on (using a different shade) to provide fine, highlighted hair details. This will help give the impression of layers of hair without having to go too crazy with sculpting.
If you want to do this in 3ds max, you could create some displacement/bump maps, and subtly add these maps into your diffuse textures using both opaque colour layers and overlays.
I'm not an expert in this area, but I rekon these two avenues could provide with good results. Let me know which route you go down, best of luck!
I went a few subd levels down and redid a lot of the minotaur. I decided to use more hair planes and texturing for the fur rather than trying to sculpt all of it. I'm trying to get the anatomy to look okay first though.
I made the legs a bit thicker but maybe they are still a bit thin.
Keep it up! Can't wait to see how it comes out.
Yeah, I think what Tenchi is talking about his his calf. See how in the skeleton of a bull the leg bones (femur & tibia specifically) are the same length -- usually in animals based on speed (cheetahs, deer, etc.) bones in the foot are slightly longer.
I've had the same problem with my werewolf model -- I made his lower leg too short. :x