For my final FMP character I really wanted to go out with a bang and make something completely different to my last 2 characters. I have absolutely loved making my nun and punk and I'm so excited to start this next project and use all the knowledge and skills I've developed whilst doing those in this next project. Since I absolutely love rain frogs I thought it would be a cute and unique idea to create a rain frog familiar to go along side my nun character. I will be looking at various concepts and coming up with my own design for this project to combine my 2 ideas of a rain frog with a medic familiar. The style of this project will be semi realistic and will align well with my nun character as they would be from the same game. I plan on taking some beauty shots with my little rain frog sat by her side to add in to my portfolio. The scale of the rain frog however will be much larger than their actual size as they are very tiny usually measuring around 3-6cm and I would like it to be carrying some kind of medical equipment. The budget for my rain frog will follow along with that of ff games and what I have used for my nun character however since this will be a much smaller character I will be lowering the tri count in order to optimize the model as much as I can. I plan to give myself 2 4k sheet to work with for the textures and I will split this up into relevant texture sets. Rain frogs are my favorite animal and on top of already knowing a lot about them I am excited to make a character of one since I haven't seen many sculpts of this particular species around so I am really hoping to bring something new. There are a few extra things I will be adding into this project to really push it over the line including emissive, translucency and possibly a particle system and glass shader to add some extra complexity to this project. I hope to keep him under 50k tris.
Since my first project was from a concept, my second was from real life fashion and 70s photography and imagery I wanted to go in a slightly different direction this one by coming up with the concept myself based on a random interest of mine. My aim of all my fmp projects is to create game ready pieces that I am proud to add into my portfolio and pieces that personally appeal to myself as well. Also another reason I wanted to make this is also to add a bit of variation to my portfolio since I have already made 2 human characters. By making an animal and specifically an amphibian it will give me some experience in a slightly different field of 3D character art.
To get this project going today I have collected a big range of images of rain frogs so that I can make a start in sculpting the actual character itself. I will be adding a wide range of assets on to him to add to his narrative also hence why I have collected images of possibly items that I could add in. These include: a spell book, medicine bottles, syringes, bandages and a few types of bags and key chains. Since this character is not from a concept I will need to make sure my refencing is very strong and justified as part of the narrative, visual appeal and overall shape and silhouette of the frog. For example since the frog is very round, adding a book on his back will help add angular shape language to it and stop the silhouette from blending in to much. Players will need to be able to identify this rain frog familiar from a distance or from a shadow. I have had a look at a range of concepts on artstation of both animals with saddles and any other kind of utility and also some concepts of different kinds of medics to give me some ideas of what I can add to it. I am planning on making the saddle detachable therefore the frog will be fully textured and able to be without it if necessary.
Since my project is going to a rain frog I started off my simply collecting a wide range of reference images from both google and Pinterest. I tried to collect images of rain frogs in various poses, positions and lighting scenarios so that I could get a clear idea of how they look anatomically speaking. I wanted to find images what not only show them from different perspectives and angles but also clearly present their texture and colour pallet. I loved making this little pur ref board as they are my favorite animals because they are so tiny and unusual looking. I am planning for my rain frog familiar to be a lot bigger since it will be carrying medical supplies and set in a fantasy world. I am really looking forward to starting the sculpt as they ar just so cute and nubby.
Since I am not working from a specific concept I wanted to find a master reference in which represents some ideas in which I want to bring into my rain frog character. On artsation I found this gorgeous concept by artist mydriad. I love the saddle and way It has been constructed, therefore I am planning to incorporate loose elements of this concept into my final character. I really want my rain frog character to have a lot of character and a strong narrative so I am also planning on adding a lot of props into my finished piece as I want him to link in with my nun character whilst also having a clear purpose to a player. I already have many ideas for assets and props I will be making since these will fit in with the nurse narrative I have created for my nun also.
Here are some refences for props I am going to include on my nubby frog. Since he will be a helper and healing mage.
Side profile block out sculpt
Back view blockout
From my research and ideas and the composition of my pur ref board I began blocking out my final character to finish off my FMP. I started with a simple sphere and started manipulating the shape using the topology move tool and the move tool. Rain frogs have a very round and distinct shape, therefore it was important for me to capture this starting from my block out. Since it is a very unique type of frog During my research I also looked into why it is structured the way it is as i thought this could help a lot with my sculpting process. Since I collected many images of the frog from all angles my starting process has been quite straightforward as the silhouette is quite simple compared to other animals and that a a human due to the simplicity in the shapes and amount of fat on this type of frog. I found that watching videos on YouTube of rain frogs helped my a lot with the construction of this so far in my sculpting period due to being able to see its movements and being able to get a sense of how it looks and moves in a 3D environment. As previously mentioned this frog will be in the type of that of a final fantasy/ dead by daylight creature which is semi realistic, therefore I am planning on making the eyes slightly larger bu apart from that the rest of the sculpt will be pretty much realistic. Due to how rain frogs look I think they already have quite a stylized look due to their comical shape they almost do look like fantasy creatures from a game such as final fantasy.
Here is the finished sculpt of the frog with the facial features and feet added on, the only thing left to do on the frog itself is to add any textures that I want to do that will not be done in the texturing. I found the toes and feet very awkward to make as they took a lot of dynameshing and zremeshing to made sure the topology was clean enough for me to work into. Also since rain frogs have such strange feet as they are burrowing frogs a lot of the refences I was looking at all looked very different. Please read the next paragraph for my progress on the saddle.
The progress since i started blocking out my frog has gone relatively quickly and I got very immersed in it because so far I have been enjoying this process so much. So far I am very happy with how he is looking as I have already added a couple of narrative items onto his little saddle. First of all I have sculpted this simple nurse style hat will really push what my character is, especially through the textures. It will be white with a red cross on it but this will all be done in the texturing process so currently it is looking quite plan and ominous. I do plan to add a hem line around it to give it some depth. I have also made some ropes using an IMM brush, I am a little worried about how I am going to retop these as they are quite an awkward shape but I am going to try out some different methods such as using splines later on in my process. I have made a basket type pouch as well which I got the idea for from one of the primary concepts I looked at above. For the woven texture this was done with an alpha on the standard brush. I messed around with various ways of doing this however I found that using an alpha was the cleanest way rather than trying to hand sculpt. The syringes and bag i made in 3ds since I am much better at doing hard surface work in max then importing it in. I am very happy with how the bag especially looks and I am excited to add some interesting extras on to it during the texture process such as stitching and embossing.
I have now added some extra cute little things onto the saddle such as this teddy bear keyring and a little heart buckle on the ropes. There is not much of a utility reason why I added the bear on other than to help narrate the frog and give it a kind of personality and it also nicely effects the silhouette from a number of angles. To add a 'purpose' to the bear I would say it could be used as a comfort teddy bear for the injured or for children since the frog is a medical assistant. I have added some other small assets such as rings, straps and details n the bag and stitches on the side of the basket. I am thinking about adding a couple of other keyrings on to him because I am really happy with how the bear looks with the overall vibe of the character. I may make a bunny to go on the other side hehehe. So far however since I have not yet made the medicinal spell book to go on his back the top of him is looking too plain and needs more things in order to add to the silhouette.
3/4 View of the left side
Left side view
To update my blog on my progress this project I have added many more elements to my high poly sculpt. I did decide to make a little bunny plushie to go on the other side as I think the plushies just add so well to the overall cute look of this character. Some other narrative assets I added are a little medicine bottle pouch with a couple of bottles inside, i am planning on making glass shaders for these in engine. I will generate an opacity mask for it in substance since I will be making a label to go on them showing what they are. I have added a lot of assets to my frog in order to push the narrative a bit further and showcase my skills for hard surface modelling and also hard surface prop texturing since my other 2 characters do now showcase many props. This is all my own design and ideas and since I am not working with a direct concept there is some trial and error with what props are working and what props aren't working.
One of the main props on my nubby frog character is the spell book on his back. I am looking forward to adding some interesting effects to this such as emissive writing and possibly particles coming out of it with a particle system. I made the book in 3ds max using some refences of old leather open books. I wanted to give it some depth by added pages whih are slightly raised and have thickness. I didn't want to have them as just planes since the paper would be made of a thick parchment paper. I need to add a bookmark on it as well. My friend saw my frog from afar and noticed the silhouette had dramatically changed because of the book which I am pleased about. The book will be a kind of healing spell book as he is a mage familiar for the nun who is a support medic type chacter.
Since I have used a low to high poly workflow for a few of these assets I will already have a low poly made for them and will save me retopping things again such as the book. I have added a couple little heart details as well to kind of push the friendly medic narrative I am going for. He is supposed to be a cute caring character so it is important for me to include props which push this. I have also added a little apron thing below his chin which will also feature a medical emblem on it. I used the rope IMM brush for this again.
Top view
Side view
I have now finished the sculpt for my froggy character and I am really happy with how it has turned out. Since I last updated my blog I have added some further details onto the actual frog itself through surface skin details with an alpha that I edited and imported to make some bumps on the skin since they have quite textured skin especially on their backs which have bigger blobs on it. I plan on taking some beauty shots with and without the props on to showcase the textures of the actual frog and in game he could be viewed without any props on. I am still not quite sure how I am planning to make the eyeballs since they are quite complicated and big however I am hoping i can recreate them through the texturing and the use of several references. Usually i would add some shape for the lens however frogs eyes are very different from human eyes and they don't seem to have the lenses in the same way humans do making the eye shape from the side more oval. I am going to look more into this. I have also added stitching to the edges of the fabric so that generators will pick it up nicely from the bake.
Here is a front view of my froggy. I am pleased with the overall shape of him. After some feedback I am going to make a few slight adjustments to the legs to make sure you will be able to see where his knees would be. I love how his face has turned out his grumpy expression is so cute. I am a little bit concerned about how I am going to pose him but I have attempted to sculpt him in a way where his legs are sprawled out to make it easier for me to weight paint and add bones. Although I am quite bad at rigging and skinning so I hope it will not be too awkward. The concept will be become apparent when I add the medical motifs and the relevant textures onto the bandages and syringes so they read as the objects that they are. Since frogs have transparent thin skin It will be interesting to add subsurface on to the toes hehe.
Surface detail
Today I have started by retop by first starting the actual frog low poly. I am starting how I usually do by looping out any areas of deformation so that it will be easier for me to connect everything together at the end. There aren't many references for frog retopology however I did find a few which I will be referring back to along with my own knowledge on good retop practice. I am approaching the face the same way I would with a human face by looping out the eyes nose so that he can flare his nostrils and looping the mouth. I have looped around each leg and also where he would be able to bend his leg at the back similar to how I would go about retopping a human elbow. I don't think the fingers will be as awkward as human fingers since they only seem to have 2 places of deformation, one at the bottom and one in the middle so I will just make them as sausages except the loops at the bottom and the knuckles.
Finished main body retop
Front view of the face
The retop of the main body actually took a lot longer than I anticipated since I wanted it to be as perfect as possible and very clean with good edgeflow. I spent a long time shuffling things around to make sure the mesh was perfect. I struggled a lot with matching the back legs up to the back since the amount of geometry wasn't the same. I ended up having to include some tris in places of no deformation since I could not get it to match up a when i was taking away geometry or adding it wasn't an option at this point as it was effecting other parts and making things look faceted. The mesh is quite dense but since this will be a relatively big frog and a familiar I think this is ok. I am sticking to the budget of final fantasy and that of what I was using for the nun. I didn't want him to look faceted as his is quite a round character so I felt that this amount of geometry was good and contributed to the smoothness of him.
My next step is to start retopping the many props that I have made. Luckily I think all of these are hard surface and therefore will not have to deform so it shouldn't take me as long. Anything close to the surface of the frog i will try and match up to the geometry underneath.
Here is a view of the back of the frog (this is such a cute and funny view). You can see how I have gone about looping out the 'knee' type joints. The back legs were where I had a lot of issues with trying to get all the geometry to match up. I think it has turned out quite well after a lot of problem solving .
Start of the prop retop
Progress on the bags
I have now started on the retop of any props I want to include on him. Since there are so many and multiple layers I think this is going to take me a few days of work to complete. So far I have retopped the blanket and the leather saddle type thing where the straps will be attached to. I have tried to match up the geometry to the body of the frog as much as I can however it is not a must since their body's don't really deform that much and he will have a book on his back. I am trying to keep consistent with my retop though since this is good practise for industry. I have retopped the hat and the apron as well. The satchel was so awkward to retop since it is all object and has the inside showing as well. How I went about doing this was that I retopped the outside and then added a shell modifier inwards to create the inner part. The mesh was quite tangled and it took me ages to untangled and conform it accordingly whilst optimizing it as much as I could. Next time I would definitely do this separately and detach the lid so that I could get to the inside easier, I have no idea why i didn't do this as it would have made the retop a lot more efficient. The woven basket was a lot easier since it does not have a lid on it so I could easily conform it. Also I must note that I did make the bag with the lid in max and then import it into zbrush so it does have a low poly however I changed it so much in zbrush that I could no longer use the og low poly since it was too different.
Going forward I will continue retopping my objects and then I will begin the unwrap and pack process.
Retop prop progress- left side
Finished retop- Right side
Since I have so many props the retop is taking a long time as there are many small details I must consider such as fastenings and straps to attach things onto the saddle. I decided to zremesh the bunny and teddy in zbrush as i am a bit conscious of time and since they are-non deforming objects I figure this would be an ok thing to do under the time constraints. When I brought them into 3ds max I did mess with the geometry some optimize it and make it more conformed to the high poly. If I had more time I would definitely redtop these by hand to make the geometry more refined. They are quite dense however since they are such key assets in my design and are at the very front I am ok with this as long as the whole thing is under my budget.
The image on the right shows the finished retop from the right side. All my other objects where quite straight forward to retop as the shapes were quite simple. The overall tri count is a lot more than I expected but considering the amount of props and organic shapes included I am ok with this. If needs be I can delete some loops but I would rather not since I am really please with the outcome of the low poly.
Going forward I will now be splitting the assets into material IDs and texture sheets and also unwrapping. I am really looking forward to moving on to texture and bake since there is the opportunity for me to push my texturing skills with there being a lot of variation in surfaces.
Added mat Ids
Skin
Saddle
Props
Eye
I found this this character was a lot easier to unwrap compared to my previous 2 since I had a lot more hard surface props which made it very easy for me to make good use of the UV space. I have tried to pack logically based on material.
Finished bake
Side view
Back
I didnt have many errors when baking except for this artifcating on the leg which I worked out had come from an overlapping UV island on the unwrap. I corrected this and reimported the low poly mesh, rebaked and problem was solved. My method for baking was the same as for my nun and punk in which I baked at a very low setting first and then corrected and adjusted the setting until I got it to as perfect as I could and then for my final bake I made the quality very high.
Here is a primary refence I have used for the skin texture for my nubby frog. Their textures are actually quite symmetrical.
Here is what the texture is currently looking like. I have been mainly hand painting it and then using filters and levels to adjust accordingly. This has been really fun to texture so far and I am really excited to add subsurface on his legs as I think it will make him look a lot more jelly like. I have some large seams that I need to paint out next. This isn't a huge deal since they will be covered up however I would like to have him without the saddle as well as it just looks so cute.
Some more progress son my textures from today. I am still not happy with the eyes so i am going to look at some more close up refs to revisit them. Also I am struggling to texture the bear so that it looks fuzzy. I am going to try adding some more tonal variation and fill layers to push this texture further. I am really pleased with how my bake has picked up the wicker basket as it means that the edgewear generator has worked very well here. I am tying the textures in with both the style and theme of the nuns textures also.
Here is the first look at what he looks like in marmoset. I still have some of the props to finish texturing before I am finished.
Finish substance texture
Side View 1
Top View
Back view (nubby butt hehe)
I am really pleased with how my textures have ended up looking. This did take me quite a bit of trial and error to get right since it looked very obvious when something looked off due to the specific nature of the animal I am making. I will now generate a subsurface map and also an emissive map to make the writing in the book glow as if the frog or nun is casting a healing spell from it.
This is how I painted out the areas for my subsurface map.
Subsurface map
I generated my emissive map using the mask from the alphas I used for the writing on the book. I exported it out of painter this way and I will make a node set up in unreal to change the colour from white to a golden yellow.
Skin
Emissive
Please see below some beauty shots in marmoset from my finished nubby frog. I have also included one without the saddle on some of the photos as it just looks so cute. I have also included some of the frog sat with my nun in the beauty shot folder I have submitted.
My favourite <3
I cant even tell you how much I have loved doing this project. Since rain frogs are my favorite animal it has been a great way to finish 3rd year. I have never made an animal like this before so it has been a really great and useful experience for my skillset. I am most happy with the design since I did it from my own head and not directly from a concept, I think it works nicely with the nun along with on its own too. I am proud of my textures even though it did take me a lot of trial and error to get right since things started to look very strange when I was adding a lot of detail to it. The only things I wish I could have done are adding a cavity map to the skin since there's so many details I sculpted in which I could have pushed with this. If I had more time I also would have liked to added some paralaxing onto the surface of the skin just to make it pop further. Over summer I think I am going to make a mouth bag for him and pose him yawning like in the viral video (there is a picture of it on my ref board but I will include it underneath too because it is so cute). This is my final project finishe don my game art degree and I am so happy that this was my final project as I have had so much fun with it, it has summed everything up super positively. I hope that you have enjoyed reading my blog and seeing my projects, thank you :))
The end thank you so much to amazing lecturers for the past 3 years