FINAL, WOOO
Alright. I'm pretty exhausted, but this has been a fun projetc and I'm glad I did it. But I'll save the exposition for another time. For now, got some new renders as well as two 11x17 spreads.
Alright. I'm pretty exhausted, but this has been a fun projetc and I'm glad I did it. But I'll save the exposition for another time. For now, got some new renders as well as two 11x17 spreads.
Hello folks! This week, I really pushed myself and got the male and female versions of the mage and rogue armors DONE. Well, I can always adjust things, but they're done enough. They aeverage out to around 4K tris for an entire set of armor. I was using 2048x2048 textures.
I've also realized I put way too much on myself and probably won't be able to make the third set - and if I do, it won't be to the same standard at which the rest of my project was done.
Anyway, screenshots:
Alright! So, I'm still not totally caught up. I'm realizing I really didn't schedule myself enough time for the armor. I've attached my progress though. I've started on the basemeshes/lowpoly for the warrior and rogue armor, and made some progress sculpting on the rogue armor sets.
I also changed some textures and played with some things on my abse characters, and got them looking a lot better I think.
So, worked on the first set of armor some this week. Also worked on hair more, but don't have screenshots. I'm not 100% done with with this armor, though I do have the hipoly and low-poly versions. I need to UV map and bake the normals.
Alright! So, I got my female textures mroe or less worked out. Still haven't managed to take a good screenshot yet.. but I do have some screenshots anyway. They're not so great because I was experimenting with making my own shaders in unity, and getting the colored spec to work the way I wanted wasn't going so well.
Also, worked a lot on the hair. Don't have as many styles done now as I wanted, but I did make some pieces and a pretty modular texture that i can reuse for a variety of styles, which was the hard part.
Still, I'm not totally happy with the results. hair is like.. hard, dude. Man.
Okay, so this week I was supposed to have my female characetr etxtured. And.. I do! Well, the texture isn't quite done, but it's certainly getting there. Main things I need to do are enhance some of the details, fix the seams, and re-position the eyes, as they are looking pretty HERPADERP at the moment.
It took me extra time to do this because even though i had the normal maps baked last week, I applied them and really wasn't happy with the results. So, I touched up the hi-poly a bit mroe and re-baked them, taking more care this time. Next week.. hair! oh boy.
Hello Blog!
These past two weeks I:
Finished up my hi-poly female
Created my low-poly female
UV-mapped her
Baked normal maps and ambient occlusion for her
However, I forgot to bring my most recent hi-poly work (as I am now posting from school) so I don't have anything to show for that. It is improved, though. I do have some shots of my low-poly too, so I'll share those.
For the male, the underwear was just part of the base model, but for the female it's separate. The reason for this is that for some of the female's outfits there will be a fair amount of bare skin, and if i had made the underwear part of the base mesh the straps would have shown. Overall, i think this was a good idea anyway and should make swapping out different color textrues easier.
Okay, today I'm uploading a picture of my progress on the female high-poly and my most updated schedule. It's not different from what I've posted last quarter aside from typos fixed.
Alright, so, according to the schedule my female hi-poly should be done. And indeed, it is up to a point where someone might call it done.. and I suppose I could, worst case scenario. But, I do intend on fixing this up some if it doesn't put me too far behind, hopefully I'll have the chance. And her undergarments really are just barely blocked in.
Next week, I should have the high-poly done so i can make the low-poly and groove-onward.
Alright, so, I have the base skin of my character textured, and some eye variations. Completely hand-generated, no photosourcing was sued.
I had some issues getting it into unreal, I had some strange normal map seams, even though i had selected the normal map as the compression type when importing into unreal. These final screenshots were taken in unity where the normals worked fine, though the specular isn't near as nice as it was in UDK.
The Tri-count came in at 6,592, which I'm fairly happy with.
I'm currently working on some skintone variations, and I'll continue work by doing the female base, as well as armor and hair next quarter. Woo!
Sorry this is a day late. When I went to update my blog yesterday, there was no internets.
Anyway, this week I got more or less caught up. I adjusted the proportions soem and continued to add detail. I'm willing to call the high-poly for the male done, and I've doen a low poly as well. Now to move on to UV mapping and texturing.