Showing posts with label game. Show all posts
Showing posts with label game. Show all posts

Monday, August 25, 2014

GOBLIN
So here are some sculpts of my first character with zbrush..

And I gotta admit its fun.. I really would love to push the clothes and add a bunch of awesome things to it.. but again am running out of time and it needs to be done soon. Maybe i´ll revisit this ´happy fella´ after retopo and texturing again to push him into a portfolio piece.. (Current status took me 4 days)

Some Zbrush sculpts:









Some cavity shots to see more detail:




I´ll be back with retopo and textures in 2 days... till then! gotta long retopo night about to start... cheers -M

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UPDATE:

I finished the retopo of the whole character and cloth in one long ~17k tris day!
Gotta lay down 3:17am is way to late (: *crunsh*

Some max wires and the lp body with DECIMATED highpoly normal bake.
Final hps will ensure a normal bake with more detail:




tomorow.. or today to be more precise ill unwrap cloth, bake and start texturing both!
Selfnote: Dont forget the eyes and hair !

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UPDATE:
Finally, the lowpoly wrap and bakes are done!
Lets get to the fun part.. jeez im starting to like character modeling and all that comes with it :-)

Lowpoly with normal and ao bake
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UPDATE:
I´m going to take a break from texturing for just a moment. I guess this is a good time to show current work in progress of the textures. Needs hair though:




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UPDATE: 
And with some hair:

















Tuesday, August 5, 2014

Alright so i had the urge to build a "visual prototype" which is a description i heard watching a unreal 4 demonstration about Level Design. The basic idea behind it, is to create something as close as possible to a finished look, and maybe even gameplay or UI movement, as an artist. You do this to figure out if a certain look or feel is accomplished, so you or a coder can iterate from there. Basically splitting the effort to get somewhere without having the coder to work on stuff he´d throw away afterwards.

Since I'm not a coder and wouldn't know how to script a menu ingame i decided to create an environment for a mobile/tablet menu in UE4 which was inspired by TRIALS Frontier menu, then animate a few very basic "UI" movements and backgrounds, capture it and add final UI movements to get an idea where it was going.

After setting up the camera and making a high res screenshot from the ingame scene i added the last UI in Photoshop so i could export them onto the actual clip and animate them too. The Layout for the buttons and final visual prototyp looked something like this:


Layout in Photoshop


BTS and textures:
(Note that the goal were dif only textures with pre baked lightning for performance on mobile)














It was fun to actually get away from trying to be as realistic as possible in all aspects. Whether it was modeling, texturing or shading it in the required look but just to be more open to color, shape and ideas in general. I really like the idea of learning proper mobile low performance modeling and comic mood/handpainted texturing while still achieving the high standard you want.

Maybe the next goal for a similar project is a little environment scene with the same comic mood including a character that is animated and interacts with the environment. Maybe a few very basic particle effects for a cutscene. But thats for another time...