Hey,
after I finishes the main volumes of the character, I used Zremesh as a base to see how the bake would look like and I used it also to test a few material ideas.
Update time ...
I grabbed my concept and made an initial sculpt of the head to get a better feeling for the overall shapes.
I sculpted a neutral and a jaw open posed version to see how the mood would change and if I can be as close as possible to my concept design.
Furthermore I made a light chart to test the values under different conditions.
Overall I'm very happy with my results, the next step will be the blockout of the body.
Hey everyone,
a new big project is about to start, yayyyyyy!
a few weeks ago I was playing around with ideas for a new long term project and then I came up with a forest scene and a lot of mushrooms.
Well not really a lot of those thingys but more a group of mimik creatures who lives in the woods and mimik real mushrooms until something passes nearby and the fairies starting to attack and eat their prey.
I want to test my abilities to make nice looking sequenzes within Unreal with animations, sound etc.
I saw a lot of awesome looking short film projects on artstation and I want to make this too!!
I already love the shapes and can't wait to dive into the initial sculpting.
Here are a few concept pieces I did for the character so far:
Value sketch and measurement ...
To break up the overall scene I tend to make slightly different sizes ...
Colour variation test, currently I can't make a decision between lower left and right ...
Hey,
I updated my PC setup and I'm working on a render setup within Blender to make realistic shots of my upcomming sculpting projects.
Soo I grabed my Orc bust and played around with Cycles. I would love to switch to Evee but the missing Global Illumination is still a thing ... to create rally grounded renderings.
The render was in Full hd with CPU+ GPU and took me around a minute of render time which is a huge jump compared to my old system.
Now I'm reducing my idle times and can be more productive instead of waiting, looking outisde the window and cry :D :D
Anyways ... I like it so far but I will tweak it further until I'm happy with my setup.
Thanks for reading,
Cheers
Today I started working on the skin, testing colours, bump details etc ..... my pc starts crying because of the amount of layers and folders ^^
Also I imported a new version into a fresh unreal project to test my texture values. I also used the eyes I made a few month ago but I'm not soo happy with the design, maybe I will jump back to eyes without any iris like a plane colour with a colour gradient or I will use a round iris and pupil instead.
Here are a few screengrabs from unreal :)
Hey ho,
it's texturing time!
All bakes came out really smooth with just a tiny amount of corrections in really small areas. I started to layout the overall colour shemes and materials for the pieces and I'm very happy watching how every piece come together.
Here are a few images of the current status of her clothes.
Hey ho,
currently I'm working on the retopo of my character, I looking for unnesecarry polygons and build shapes that follows the folds better to support the normal map on top but doesn't look to flat from the 3/4 view.
The head is a tricky one, because I'm working with a mouth open head for the bake, I have to use a mouth closed blendshape which means I have to prepare later a retopo head with the same vertex Ids and topoligy to be able to project the pose.
Anyway, here a a few screen grabs from the retopo version
During the retopo of every single piece I made test bakes to see if the current shapes works without baking and normal map issues.
Here are images of my latest test head bake.