Zaphk, thanks for the stream, atleast I managed to get some answers for questions I had. Though, did you save it? Could you port it to youtube? Thanks!
You guys still continue to be my favorite contributors. Glad to see so many of your works be accepted into the game. Your latest works are just as quality as ever too! That Nexon courier is too good.
Thank you all very much! ^^ Vayne: For some reason, my broadcast didn't save (or even appeared on my channel!). Anyone had the same issue?
I'll try to stream again later tomorrow. I'll finish QoP head piece and if I have time I'll make a quick ponytail again x_x
We'll finish only the head piece, but I still want to make a set someday!
I really like those models. I see that you both started using polypaint for textures. Have you seen good tutorial about it, or you are just experimenting with it? If so, maybe you could recommend any materials about this workflow?
@Konras: Thanks man! We started testing with polypaint after all that Airborn goodness.
There is no matcap baking in this workflow (for now), but we use zbro_viewport_skin2 for visualization. You can find it here: http://luckilytip.blogspot.com
Courier turned out amazing! I love how clean the design looks!
Agreed. Really like how you guys didn't go overboard with sculpting details in the hair and kept everything balanced. Also love that texturing, almost looks like a render with subsurface scattering.
wtf man, it's just awesome. Every flower looks like sculpted. Can u please make screen with topology? And wat's the secret for 256x256 texture to look so clean in game?
Would love to see some progress shots of the sculpt/textures for Enchantress's hair. Most curious about how you got those flower edges to look so crisp? Was it just alpha maps? I'm guessing you duplicated the faces for the flowers and then reversed it for the underside?
@identikal: I'll try to post the progress later, but I'll explain (more or less) how I made the flowers:
I made a concave plane that follows very roughly the internal shape of the high poly flower (aka the "hole"). The borders are alpha, that's why it's so crisp. For the underside I just duplicated the planes and inverted the normals.
This combining with normal map and textures = decent flower
Yup that's true. Doesn't make much difference actually, because the distance is too far to notice.
The texture is the true charm and this is what gives the feeling that is not just a flat plane
Replies
and WIP!
Vayne: For some reason, my broadcast didn't save (or even appeared on my channel!). Anyone had the same issue?
I'll try to stream again later tomorrow. I'll finish QoP head piece and if I have time I'll make a quick ponytail again x_x
We'll finish only the head piece, but I still want to make a set someday!
There is no matcap baking in this workflow (for now), but we use zbro_viewport_skin2 for visualization. You can find it here: http://luckilytip.blogspot.com
@Sukotto: Thanks! Probably not
Silly breakdown. Thanks to Vidotto for making all the sweet animations
Concept
Highpoly + Polypaint
Low poly + Wireframe
Texture
just half of the nails Vlad =]
I am a generous man.
Animation is top notch too!
@identikal: yes, those 2 maps are mask 1 and mask 2
Enchantress hair done!
Workshop Link
We try to make the textures (specially hair) as clean as possible without much detail and letting the color gradient and material do the work
Choosing colors wisely is more important than super unnecessary noisy details.
Great stuff, really impressed.
@identikal: I'll try to post the progress later, but I'll explain (more or less) how I made the flowers:
I made a concave plane that follows very roughly the internal shape of the high poly flower (aka the "hole"). The borders are alpha, that's why it's so crisp. For the underside I just duplicated the planes and inverted the normals.
This combining with normal map and textures = decent flower
Hope it helped
The nyx set looks complicated.
By edge you mean thickness? The petals aren't thick, it just have the impression. The topology is completely flat.
The texture is the true charm and this is what gives the feeling that is not just a flat plane
Yeah I think the final colors will help with this issue
@Vayne: we only export the metal/golden parts using a displacement map with the matcap applied on it. The masks are more important though.:)
Finished it:
http://steamcommunity.com/workshop/filedetails/?id=186199626
And more progress on our Mirana set. Bow still very WIP:
The Mirana set is coming along nice as well, keep up the good work.
Started a mount for Disruptor. It's a very rough sketch.