retopo is ripe for machine learning. my current workflow though is generally zremesh with guides for the broad areas, then take that into 3d coat and delete all the joint areas / face and do them manually for anything deformable that isn't a hero asset (which would get done fully manually). Static objects just get…
Female Ranger model - WIP after getting the female basemesh done i have starting to model our first hero model for the game - a female ranger. here is a progress of the model, no texutre yet, just applied some materials with basic defining colors. model Feel free to share your thoughts :), Critiques and comments are most…
Some older work from the previous year. These were done in 2015, though I've retouched some of them to an extent. Managed to incorporate the feedback on the various threads I've posted these guys on. Mushroom Golem: https://www.artstation.com/artwork/ao02X Steampunk Ironman: https://www.artstation.com/artwork/OGGzJ Heroes…
Actually thats what I am searching for like MONTH or so to make MY flintlock pistol but those decorations were a bit problematic.....And now that what you sent me, option like mask by intensity, to decor done one unwrapped part in photoshop. You are my hero!!! You saved me from heart attack.
Adding some depth to the landscape materials. Adding smaller foliage and scatter meshes. Made the ground textures heightmap blend better. Adding a more realistic road texture (photosourced). Going to add some dead trees and red trees soon to replace the green placeholders. Next, will start on the hero meshes soon -- boat…
Thank you for the reply and wow I would just like to say you are one of my character artist heroes. May I just ask could you elaborate on "defining the outer edge of things" I'm not too sure what you mean buy that exactly. Anyway thank you for the reply. Thank you so much :)
I took another stab at this and took the lower LOD into Unreal to see what it looked like with all the maps. I'm pretty happy with the results. Here is an image showing a comparison of my initial low (the hero version that has enough triangles to be an FPS weapon haha) and the greatly reduced new low. Triangle count…
i also think the texture itself is totaly not bad. but its a matter of making the colors fit into the heros colors palette. and another little thing that might be good for u would be if u create a gradient map and put it on top of ur textures, so the head and shoulders become more bright and the lower set parts turn more…
Reigning in spec maps can definitely help on that. I've done that method on a few projects but look at stuff like Darksiders or even Heroes of the Storm. Both of those games use normals maps combined with a painted look. While it is show on character you could take a look at the DOTA2 style guide. It gives a pretty good…
I think you should aim for better quality and not more numbers. A professional I know, he often got hired as freelance for hero characters and he'd spend anywhere from 3 weeks to 5 to complete his work. That's everything from high poly sculpt, low poly, texture and etc. He get paid really good.