Just a quick render in between, keep an eye on my blog for updates.
Here is another update for the Alien Scout. I've started to work on the helmet from start to finish because in the item I could extract how the rest is going to be handled. First I roughly blocked in the shape and ideas.
I wasn't to concerned to work on the cloth yet and focused on the panels first.
Once I was happy with the panels I could finish those up and start working on the cloth in ZBrush.
To get a indication of the overal character I made a quick setup with the finished parts in Marmoset. Now I have a solid lead on how to tackle the rest of the outfit. More in part III when I am that far.
Hello world! Yes I am still alive and I want to share some proces on my latest work. So I've been working on this character for Rift One, An indie game currently under develpoment by Data 7. This is the concept I had to work from made by Jimi.
In Zbrush I roughly setup the shape using Zspheres and then got to the dynamesh phase.
When the shape had everything blocked in I did a retopo in c4d.
I do this in c4d because I am quick with the modelling tools but it could be any 3d application. The mesh is really low poly but it has enough support for the overall shape. Once done I brought it back in to Zbrush with UV maps in place.
I did not do any (re)projection and started to work on subdivsion level 2. Level 1 will get deleted because it's to low poly.
This was the first setup I've made but I wasn't entirely satisfied. I had to experiment a bit with the best way to get the details from Zbrush in substance painter. In the end I baked the information using a high res model and cleaned up the baked maps.
This is the result so far. The mesh is split up in 4 uv tiles using UDIM.
I also did a quick setup to see if the mesh was ok to rig quickly in Blender using Auto Rig Pro. This went like a breeze and I only had to clean up the weights of the head.
That's it for now. Next on the list is blocking the outfit and create clean topo for those and texture everything. The character will end up in Unity3D. I hope you enjoyed this quick making of.
Working on a sci-fi piece. And I've been messing around with some ideas and mechanical rigging.
#mayonnaise3d #cinema4d #eameschair #eamesloungechair #scifiart #rigging #mechanicalrigging #discover #explorepage #animation
In these weird times I actually am very hard at work executing the things I've learned along the way. I wanted to make something less realistic but I found that it is very hard to do and nail it, but I finally am happy with where this is going. Right now I am still in Zbrush but I think I will end up in Blender. Stay wise and safe everyone!
Polishing and painting the base texture.
First hair pass with the wonderful hairtool in Blender.
The concept sculpt.
It's actually pretty solid! And I forced myself to use the native blender short cuts, which is hard to get used to but training my brain.
Here is some more progress. Need to finish the top and the jacket. I also tested blender hair. Not sure how it will hold up in animation not a big fan of hair dynamics. But I think I can keep it pretty solid.
Anticipating the game... Cyberpunk 2077. I've Started on a own piece of Cyberpunk art. Still a work in progress but I like where it is going. Textures done in substance painter.
This render was done in Blender. I wanted to see if what I could achieve in Blender. I am really impressed but this wonderful piece of software! She is rigged in Blender now so time to work on the rest of her appearance. Which I am likely to do in zbrush.