This was a project I did last weekend. EDIT - Sketchfabs added below The goal: create an animated character from scratch, from a single concept image to in-game(UE4), in 3 days. Day 1 - sculpting in Zbrush(high-poly creation) Day 2 - retopo/UVs/map baking/texturing Day 3 - rigging(CatRig)/skinning/animation/in-game Some…
@sunray cheers mate. Appreciate the comment. Texturing was a very fast and simple process in Substance Painter: just painting several skin value variation layers and masking between them whilst building up the tones gradually. the same as what I'd usually do painting skin in ZB......but with layers and masks. And that was…
Day 1 - Sculpting in Zbrush. Everything starts in ZB...........usually from a trusty sphere. 'snakehooking' the forms is always the first port of call. Clay Buildup and Dam Standard are then the 90% brushes. Zspheres, custom insert brushes, and dynameshing to augment the sculpt.
Great thread man, extremely appreciated that you're taking the time to write a detailed pipe like this! As you said, probably took more time than the asset! But such a nice thing to do! hopefully I'll get around to doing something similar one day :D
Day 2 - Retopo/UVs/Baking/Texturing For UVs I always use a combination of 3dsMax/Headus/Zbrush. Depending on the project I'll use one or the other or all 3. With the Styx plugin jumping back and forth is so painless that it's like having all the tools in a single application.
Day 3 - Animation As I only had a few hours to complete the animation it is far from polished. Animation usually takes the most time in the pipeline, but I got results that I considered acceptable in the time I had available, as I wanted to stick to my self-imposed deadline. The cycles I created are:…
I'll post up the retop(day 2 ) breakdowns. Yes, as I mentioned above. This isn't a huge problem as it can be optimised easily in places like the feet/legs/tail/face, or ZRM'd to a lower res. Part of the challenge for me was skinning a more dense mesh. As in-game meshes become more and more high-res, it's good to get out…
Day 2 - Retopo/UVs/Baking/Texturing Baking maps in Substance Painter is about as simple and straightforward as it gets. and because it's synced(MikkT) to UE4(my destination engine) I don't even have to spend time testing it out, I already know it will work. Plus, for me, working in this way(WYSIWYG) in real-time, in the…
@Musashidan I just saw the video. As cool as the technique is, I don't see what their benefits are for saving time. If you're going to Zremesh, why not take some time to draw Zremesh lines for the eyes before remeshing? If the problem is that Zbrush doesn't give perfect topo (spiral loops), or a client suddenly asks to…
Cheers Eric, appreciate the comment. Yes, I have some more breakdown examples to show. I also, have the Sketchfab model/animation cycles to post, and some UE4 screenshots. I also intend to do a short 'making of/workflow overview' video that I'll post. To be honest the whole project went really smoothly without any…