Today, we were presented our brief for this block; working in groups, we would be recreating characters and scenes from pre-existing media such as films, TV series, or games. We also needed to decide on a style guide referencing certain games following the spectrum from stylised to realistic to ensure our individual work was cohesive and felt consistent placed together. I was placed into my group of 5 (2 character, 3 environment) and we got to work on brainstorming.
Significant Dates:
Start Date: 10th February (Week 20)
Formative Feedback: 17th & 20th March (Week 25)
Submission Date: 27th March (Week 26)
Grading Adherence:
Marking is based on individual work, but the group work is still relevant.
Accuracy compared to the chosen art style of the group, ability to recreate it.
Degree that your asset integrates with the whole group's work for a consistent presentation.
Technical execution, aesthetic quality, and ability to follow the game-ready pipeline.
Project Specifications:
Assets are created with the high-to-low baking method, using PBR techniques in texturing.
Character's Bust (head, face, body, and clothes): 25,000 Tris.
Hair: 5,000 Tris.
Prop: Flexible budget based on scale.
Stretch goal: Full body, additional 15,000 Tris.
Texture Sheets:
Skin - 1 x 2048 (BC/N/AORM)
Hair - 1 x 2048 (BC/N/AORM)
Clothing - 1 x 2048 (BC/N/AORM)
Eyes - 1 x 512 (BC/AORM)
Alphas - 1 x 1024 (Translucency/Transparency)
Prop - 1 x 1024-2048 based on scale (BC/N/AORM)
Once sorted into our groups, we began brainstorming different films and series that we could pursue. After an abundance of suggestions, we discussed which were likely difficult choices, and which we felt strongly drawn to as seen on the right of the image. Avatar was our choice for the unlikely concept due to the large amount of organic sculpting for the environment team, as they desired some more hard surfaces and man-made assets to create. Among all the lumen and emissives in the scene, it would generally be a difficult concept to recreate.
Our strong choices were listed in the top right and then placed into a spin-the-wheel. After a few spins, we were left with our top three - Lord of the Rings, Dr Strange, and Vikings. Spinning this final wheel, we landed on Dr Strange.
Finally, we agreed upon semi-stylised as our general guide due to a balanced middle ground between the challenges of both realism and stylised, deciding upon a specific style guide later on.
With our chosen concept, us two character artists got to discussing which characters within Dr Strange we would be creating. Xena chose Dr Strange, honestly it'd be bizarre to choose this film and not make the man himself. I had the choice of multiple characters, within the first film and the second, Multiverse of Madness. In weighing my options, I chose Wanda - the Scarlet Witch. Her manic portrayal in MoM with desparate uses of forbidden dark magic had potential to make for a compelling character presentation, so I began my mood boards to collate info on her costume designs, different portrayals, and ideas for the prop.
Collecting information on her separate portrayals in games proved to be helpful. Despite Fortnite and Marvel Rivals leaning more towards stylised, Fortnite definitely showcased how a more movie-accurate portrayal is translated to a game-ready model - especially since we would likely be choosing something similar for the style guide, where Marvel Rivals is heavily stylised and likely difficult to recreate.
Pictures gathered of Elizabeth Olsen's separate costume portrayals.
Prop Consideration.
Prop Idea - the Book of Vishanti:
This book is relevant in Dr Strange: MoM, WandaVision, and Agatha All Along, with Wanda pursuing it desperately for her own needs. The book is relevant to her narrative, and therefore feels fitting to include as her prop, especially considering the scenes where she sits cross-legged and fosters dark magic, with the book floating in action.
Given the confirmation of my decision, I decided to create a sketched draft of what my scene would look like with lighting, alpha consideration, posing, and prop placement.
In this scene, Wanda is using the book to cast spells along with her own scarlet-hued magic. I imagine she has her arms up and posed to show her incantations in the works, the book open, pages flipping to indicate her tireless search for an answer to her perils - pages fly about frantically, along with her magic swirling around. If I pursue the stretch goal of a full body, the pose is flexible as she can use her magic to float, so I don't need to create a fixed position for the bottom half, but crossed legs would be a stretch goal within this stretch goal. Legs or not, I would love to explore manual rigging in this block, to pose her limbs, and create a more dynamic gesture in her hands as she wields powers unknown. Another idea is to use Unreal's camera options to create focal blur with some pages in the foreground, enhancing the depth showcased in the scene.
Dev Log Evaluation:
The start to this project felt pretty srong already, everyone in the group is happy with Dr Strange as the overarching theme, and I'm very satisfied to create Wanda Maximoff herself, as she fits right in with my artistic preferences of fantasy magic, witches, and feminine characters.
I wanted to tackle an issue I have where I spend too long in the planning stage, leaving much of the practical work too late which causes stress in the workload buildup, so I decided to whack out the majority of the mood boards today, and even created a draft of my scene with considerations of all deliverables in the project. I still need to gather further references of closeups of this specific outfit of Wanda's, and references of Elizabeth Olsen for sculpting purposes, but other than that I'm ready to jump into sculpting.
In terms of what I want to create for my scene, the character will be Wanda Maximoff in her outfit from the finale and post-credits of WandaVision, transitioning into Dr Strange: MoM. The prop will be the Book of Vishanti, and alphas will consist of flying book pages, and emissive magical runes. If I pursue the full body goal, I have multiple poses in mind based on how much of a challenge I want to present myself in rigging.
With everything already decided, I just need to gather references of Wanda's actress and begin sculpting! I aim to achieve a vague block-out of the sculpt by the end of this week.
Starting this session, I had all of my research planned and complete except for references of Elizabeth Olsen to use for sculpting the Scarlet Witch so I immediately compiled some straight-on headshots, profile views and 3/4 angles. This allowed me to envision my sculpt and check each angle was accurate as I build it up. With this, I was ready to jump into my base mesh in Zbrush.
Lecture Notes - Zbrush Refresher:
We should ideally dedicate 2 and a half to 3 weeks to sculpting.
Focus on a rough blockout first so all major components are present, following up with detail.
Sculpt using Dynamesh and gradually increase the resolution, then utilise Zremesh and subdivisions.
Don't use any unique poses; it isn't game ready or appropriate for animation, it needs to be neutral so nothing warps when rigged. The same goes for ponytails and fabric cloaks, sort of a straight pose.
Ideally don't do one singular sub-tool - break every component down into different sub-tools, sort of like modular modelling. It helps with retopping so you're not melting everything together and losing the distinct shapes.
For hair, add more of a tame effect to the silhouette for an easier retop like one big lego piece.
Use dynamesh as you block in shapes, gradually moving the resolution up to maintain the silhouette and sculpt in finer details.
The standard brush using the dragrect alpha helps to inflate areas softly.
Sculptris pro actively dynameshes as you work.
The pinch tool can soften crevices.
Ctrl + left click on a mask softens edges of the selection, using transpose on a certain area with that mask makes it so you can move that part without warping the sculpt's topology.
Beginning in Zbrush, I took advantage of our permission granted to using a base mesh, which I found in Zbrush's own selection of meshes. It had a decent amount of sculpted detail already, so I Zremeshed the model and reduced the resolution so I had a much more neutral base to work with and customise.
Next, I blocked in the general silhouette of the hair in two parts. I used the snake hook tool on a sphere to drag out the shape freely for the back portion, followed by using the primitives tool on symmetry mode to add in two more spheres to represent the sides of the hair which I adjusted with the snake hook. I kept in mind the pushed back position thanks to the placement of the tiara.
Due to the remeshing I applied to the base at the beginning, the hands became warped and essentially shrivelled. To fix this, I dragged out a duplicate of the original mesh and masked off the hands, extracting them to attain just that area. This way, I'll be able to reattach them to the body with dynamesh along with adjusting them to have longer nails much like claws, feeling more witchy.
Since I had a new set of hands to work with on a separate layer, I decided to customise them a little using the pinch and inflate tool to exaggerate her joints and make the fingers more bony, more akin to a witch's claws. I will also be further enhancing this idea when I add long, sharp nails.
Next, I started blocking in the major volumes of the face including the brow/jaw/cheek bones, the nose, and the lips. I studied my references carefully to understand Elizabeth Olsen's distinctive features which include her prominent cheek bones that cast subtle shadows down the muzzle area, along with a long philtrum and an upturned nose.
Finally, I blocked out some of the clothing. I used the extract tool on the selected area of the torso and added some thickness, followed by the polish by features tool to clean up the edges. It's also important to mention that I gave some slight definition to her upper arms since that is the only exposed area other than the head. I wrapped a sphere around her waist to begin the belt wrap, but it ended up pretty messy so I scrapped this in favour of a different method. Finally, I used the insert primitive tool to place some eyes on the face.
Dev Log Evaluation:
By the end of the session and week 1, I had this progress made on my sculpt. I'd used a base mesh and blocked in the major forms of the face and sculpted in some semblance to the actress, along with primitively blocking in some clothing and hair. Next week will be strongly focused on sculpting, so I will aim to block out the rest of the design, and start sculpting in some detail.
Some major areas to complete include:
Leggings
Belt
Collar
Tiara
Sleeves
For our first blog task of this block, we are being encouraged to start taking initiative in our research and independently find ways to achieve goals in our projects, whether that be following tutorials or researching other artists' methods to apply their knowledge to our work. Either way, my goal here is to browse through relevant articles on game art that showcase professionals' work and their processes so we can extract certain techniques, analyse them and retain the information to implement into our own workflows.
One component I personally feel weak on and would like to extend my knowledge on is emissives; this is due to the fact that I want to present Wanda using her scarlet magic, flowing through her hands and around the scene, and its rouge iridescence will be best captured through the use of emissives for their ability to produce a glowing effect. In my reseach on the Games Artist website, I found a few tutorials that showcase the use of emissive maps to create glowing magic within their designs, both stylised and realistic.
The first article I chose to read into was the Dark Knight character showcase by Alex Verik; I appreciated the strong emphasis on the theme of magic through its use of mystical glows within the character design that emerge from the eyes, chest, and shield. Since my approach will be to have the magic stem from Wanda's hands, the placement in both and their positioning overlap.
What I noticed in the implementation of this mystical effect was the simplicity of the method; I've dabbled in emissive maps briefly before to create night lamps with soft glows, and this process seems to replicate that effect. Alex had masked out the desired areas for the magical glow, the eyes, and chest, and applied a colour mapped to the emissive layer. From here, he was able to adjust how brightly it shone and what hue it appeared as. The difference is shown in the step-by-step texture screenshots, with the glow affecting other areas with its ambient lighting.
This method is efficient and works greatly for stylised designs, however I believe some extra steps were taken in presentation setup with VFX methods, perhaps such as motion blur and alphas to emphasise the directional flow of this lighting, along with some foggy textures on the alpha to strengthen the thickness of the lighting.
While this article by Florian Elle details on work in the environment specialism area, I still found it applicable to my own work for its excellent example of emissives once again used to portray an enigmatic object of great emphasis and spectacle within a scene. This strong emissive is used on the Moon overlooking Yharnam street within a depiction of Bloodborne, using this map to create heavily contrasted lighting, along with a mix of colours to imply believeable lighting as it intertwines its warm glow with the transition to the cool night sky.
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Emissive Map's mask above, before and after emissive on the right.
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Florian's approach to creating an intense glowing effect that communicates the fantasy nature of this scene was through the focus on the moon using emissive maps and masking out the moon itself. She handpainted the shape, likely as an alpha or camera-based mesh utilising depth illusions to communicate scale, and masked it out to apply a soft-gradient emissive map which helps reinforce its glow as it fades out on the edges which intensifies its luminosity in the centre. From here, she applied the colour and considered its hue as the warmth of the moon overlaps with the cool night to truly communicate its influence in lighting.
I want to replicate this in the ambient lighting that bounces around the scene in Wanda's use of magic, with hues of red applying to multiples areas within its vicinity. I believe the way I can reuse this technique is to create a sheet of hand-painted alphas akin to the images shown on the left to have variety, and add emissives to these to have a central point of light, adding point lights within engine and controlling the channels of them to showcase their surrounding influence and increase the intensity of the red glow within the scene.
Blog Task Evaluation:
Overall, what I've been able to extract from my research of these articles is the flexible use of emissives. To create the magic, I can add masks to meshes for a solid, 3D feel to the point of origin of the magic so it feels more volumetric, and follow it up with a sheet of alphas with varying shapes to mix up the appearance in multiple areas and add more subtle flecks in the background for consistency, followed by motion blur tricks in Engine, and the adjustment of the emissive maps on the mesh and alphas themselves to get a spectrum of light intensity and colour fade.
Starting week 2, I leapt back into my sculpting as we had a focus on clothing in today's session. This meant we were tasked with blocking in all of the clothing, which I'd thankfully started a lesson prior.
Before our lecture on crafting clothing in Zbrush with smooth topology, I wanted to develop the face and bring it a little further. I started by extracting some eyebrows with subtle thickness and establishing the eyelids using molded spheres. At this point, Will came over and suggested I rotate the eyelids a little to encapsulate the eyeballs better, along with reducing their topology with a ZRemesh. This helped elevate my sculpt as eyebrows and eyelids removed the uncanny effect.
Lecture Notes - Clothing in ZBrush:
To create clothes in ZBrush with clean geometry, start with using the mask lasso on the desired area of your base mesh, ensuring it's duplicated so you don't lose any data.
Ctrl + Alt sharpens the mask, click w to make a new polygroup, shift + ctrl to isolate the polygroup, then delete hidden in modify topology.
Polish by features in the deformation tab to clean up edges.
ZRemesh to clean up topology and reduce the resolution, simplifying the mesh.
Use the project tool in subtool to bring back any lost silhouette.
Can also use the mask and polish by features to clean up specific areas.
In Zmodeller, select extrude, click on any face and drag out to add thickness to clothing.
Dynamic subdiv acts as a preview to actual subdivisons.
Hover over an edge and press space, select crease and choose edgeloop complete to sharpen out edges.
Avoid gaps through geometry, modify topology and close holes, ZRemesh and keepgroups to clean up new result.
Long Fabric:
Bring in a cylinder, place it roughly where it should be.
Group by normal to separate top faces, and zmodeller, edges and delete polyloop to select what areas of the geometry to delete, can also use taper to spread out the fabric.
Use a mask on an area and use the move tool to lengthen something and ZRemesh for even topology and extrude for thickness.
Panelling:
Mask out desired areas.
Ctrl + W to separate poly group, enter modify topology to delete hidden, and select autogroups in polygroups tab, shift + control to get rid of additional poly groups. enter the deformation and use polish by features, ZRemesh it, and finally use the move tool to adjust the overall shape.
Enter ZModeller and extrude the panel out.
Dupe the mesh, shift + ctrl to solo the poly group, extrude along poly group, target poly group all and drag out for new border, then extrude specifically that for a thick border.
Curve tube helps get rounded borders.
Last session, I used a sphere to block in the belt wrap which wasn't shaped to my liking so I tried a different approach here. I used a ring primitive and scaled it upwards to stretch it vertically. Next, I masked out the middle section and split off that area so the belt wrap was parted. I entered ZModeller and used the close hole feature to fill in the gaps leftover.
Next, I progressed on the top by changing its shape using the move topological tool, followed by sharpening the corners with the pinch tool. This meant it was ready to be masked out so I could start on the collar details. I used the mask pen to accurately draw out the ideal shapes, followed by separating the mask's polygroup and isolating it, deleting the hidden parts.
With that process complete and an isolated shape, I began cleaning up using the polish by features and ZRemesh tools in conjunction until I achieved this look.
For the leggings, I repeated the same polygroup process and ZRemeshed it for a clean result. In ZRemeshing, I turned up the resolution so I had more to work with when masking out details.
I started with the pointed rings on the leggings, followed by the stripes as the thinnest extrusion which meant it could be left til last.
Adding detail to the top started with rims on the edges to suggest a hem, followed by the streaks down the torso.
Dev Log Evaluation:
This session was fruitful in my development of the clothing block-out. In the previous year, I relied on freeform sculpting and the extract tool to attain clothing details so learning this method was new to me and I wasn't great at it initially. However, throughout each piece I created with this technique, I improved and finally reached that properly clean result with the top's stripes. This sets me up well for the next session, wherein I'll create all the panelling on the collar and chestplate area.
With that in mind, the rest of my goals for the clothes include:
Boots
Tiara
Sleeves
Belt
Cloak Trail
From here, I'll need to develop the detail of the clothing so I can move onto finalising the face, sculpting the hair properly and polishing the sculpt overall.
During the Friday session, I had the goal of finishing the clothing as seen in the goals I set in the previous dev log evaluation, starting with the chestplate as the most important element to the design.
Lecture Notes - High Detail with Layers:
We have a 2048 sheet covering skin so we can add granular detail if we choose.
Keep mind of asymmetry, you can't stack UVs due to that so consider your UV space.
Games like Baldur's Gate likely have a bigger UV space for the head/face due to close camera shots with dialogue. This means we should keep our chosen game style in mind.
For the layers workflow, start adding layers in zbrush to the sculpting workflow.
Be mindful of the flow of granular detail in reference to the form it's on, pores on the nose are quite standard but on the mouth they'd be a bit stretched on the philtrum.
Look at J Hill's texturing process for skin and sculpting.
Zwrap is free for students if you get in contact, you can access displacement maps with pre-textured maps that you can pin onto your sculpt as long as the retop you made is clean.
Standard brush and spray tool on the face adds some custom bumpiness and break up the forms a little for a more organic feel.
Morph target, store more target in the tab section. Use the morph tool in brush section with those settings and it gets rid of bad alphas.
Add new layer in layers tab and label it.
Click record on the layer to store what you're doing.
Merge by mesh union if you're combining everything at the end.
I found that the blockout base I made for the chestplate last week wasn't working when I tried to add the finer details, so Will suggested that I map out the details with the clay build up tool and use the topology tool to start. I used the topology tool over the base and built the finer shape that I was able to build cleaner topology from without mesh errors.
This is how I used the topology tool, sort of adopting the mindset of retopology over high poly meshes, drawing where I want the polys to be placed based on my previous mapped out version. From here, I extruded it to a decent thickness (based on the brush size) and ZRemeshed it and used the move topology tool to refine it to a cleaner shape.
At this point, I found the best way for me to complete the chestplate with all its holes was to add topology separately section-by-section, finally stitching them together with dynamesh.
Next, I mirror and welded the chestplate and worked on the smaller panels with the same process, adding the collar and the central details.
Will Feedback:
I asked for help with the cape as I previously tried and struggled finding the right tool to separate polygroups; the method to use is to block in a cylinder and group it by normals, deleting loops and the top face to split the middle. Then, use taper in the cog menu to flare it out, along with the move tool for custom adjustments.
Use scultpris pro to add form, don't be scared to make mistakes. Dont overthink it and just add in major forms to get a good result quickly and ready to refine.
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With the base chestplate done and the middle sections complete, I went in depth with the topology tool to fill out the rest of the panels section-section, gradually building it up to completion.
Finally, the chestplate was complete with each intricate detail considered. For the small divets, I used a combination of edge loop editing in ZModeller and the dam standard tool.
The back required less attention as it had less detail already and would be covered by hair partially.
In making the glove, I found the extract tool to work better in getting its uniform shape wrapped around the arm, especially since it doesn't have such hard surfaces. I followed this up by using extract and Zremesh to attain the clean stripes and arrows on the gloves.
(Back)
(Front)
The belt itself was a case of dragging in a cube and scaling it til it was stretched out, followed by increasing its poly count for details, using the inflate tool in deformation on the masked out middle to deflate it and create smooth rims on the edges. The buckle is such a small detail that I felt it benefitted from not having the intricate holes in the real life costume due to a difficult and unnecessary retop, instead having ridges with the accurate shape, using the inflate tool again.
Dev Log Evaluation:
By the end of week 2 (correction - midway through week 3??), I had this result. I've completed the top and chestplate which rules out the hardest components, along with the belt, buckle, sleeves, and cleaned up the blockout for the waistcoat. I can feel my growth in Zbrush skills as I get used to the topology tool which will greatly benefit me in the future as such a flexible tool, along with using the workflow of attaining clean geometry for a polished sculpt. The clothing is turning out proficiently detailed to my liking, so I just need to remember my remaining goals.
Since next week is our final week dedicated to sculpting, I need to do my best to finalise it to the highest degree possible so I don't fall behind when we start our retop the week after. My remaining goals include:
Boots
Waistcoat
Cape
Tiara
Face
Hair
Any final texturing
For the waistcoat section, I cleaned up my blockout by adding detail with ZRemesher and using hPolish to add distinction between faces. Next, I masked out the striped areas that're slightly extruded and extracted them, using the same process to clean them up. I also used the inflate tool in the deformation tab to get those concave areas correct. Next, I blocked in the back section's shape with a cylinder shifted into half of this area's shape, mirror and welding it and repeating the process of masking and extracting the right shapes ontop.
For the boots, I was mindful of the position of the central line of each leg so that the stripes along the leggings are consistent with the dip in the boots, which I extracted from the base mesh bodt at a higher thickness, but enough that they're still tight fitting. After this, I extruded the soles out from the bottom and used the flatten tool, along with carving out the heel with the inflate tool, and extracted the stripes finally.
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With the boots complete, I got to work on the tiara. To block out its unique shape, I scaled a sphere until it was flatter and on the correct plane roughly. Next, I used the snake hook tool to drag out the spikes and horns which gave me the proper shape. Finally, I mirror and welded it, dynameshing it to get one unified mesh and smoothed it over with the hPolish tool for slightly more distinct planes. I used the clay build up tool after this to map out where the details will go, just like the chestplate. My goal will be to do this in the next session.
In starting the hair, I increased the subdivisions for a cleaner mesh to work with.
I then utilised the scribe standard brush to emulate the larger streaks of hair in the overall uniform shape.
I also made sure to use this brush inversely to have both concave and extruding strands for a varied impression of depth, following the contour of this shape so the hair flows correctly.
In developing the cape Will blocked out for me, I used Zmodeller to extrude the polys which gave it a sense of thickness, followed by masking out the edges and extracting them to get the thicker rims of the cape. Finally, I used the standard brush with a soft alpha to get subtle inflation that mimics soft clothing folds.
In developing the tiara, I used my old work that used the clay build up tool to mark where I needed to implement indentations, following this to create a cleaner result. For the major dips in height, I used the clay build up tool again, compounded with the slash tool for the smaller lines. Finally, I used hPolish to define the plane separations further and clean up the edges.
I found that the work I did on the hands weeks ago was a little too extreme; I agree that she should have bony, malnourished looking hands to achieve that witchy appearance but it was to the point that they didn't look like fingers anymore. I rectified this using the inflate tool.
Due to the previous issue of the fingers being too skinny, I decided a good way to exaggerate their appearance was with long, sharp nails. Therefore, I blocked in these nails using Zspheres which I scaled vertically for a lengthier look, duplicating them and fitting them to each finger. Finally, I mirror and welded them over to the other hand.
Will Feedback:
Widen the lips a little so it aligns with eyes properly.
I had question about the eyelids, which he answered with saying you can leave them til last and use remesh by union in the cog menu to dynamesh properly and smooth over subtly, keeping detail. Push them further in so they feel placed on the face better, as if they're already dynameshed.
Add some more form to the outer brows.
Pull the jaw out.
A bit more form change on the undereyes to cheek.
The hair was a large component I still hadn't tackled, which would take my sculpt much further with a polished look. I approached it by increasing the resolution on the blocked in parts, followed by use of the scribe standard tool both with direct and inverse use to achieve indents and protrusions of hair strands. Since I wasn't going full stylised, or utilising hair cards, I had to hit an ideal middle ground by having detailed strands that followed the contour of the shape properly. Finally, I dynameshed both shapes together for a unified piece.
Will Feedback:
Soften the transition in the smile lines, younger people won't have such harsh lines or a sculpted impression.
Use dam standard to define the lips further, as I'm at the stage of polishing now.
I asked for help in melding the eyelids. I was apprehensive as it felt so permanent, but he suggested duping everything affected and putting it into a hidden group so I have a backup available. Then, it was just a case of the usual workflow of dynamesh and zremesh, smoothing out the stitched areas.
We also blocked in lashes with zspheres and the snake hook tool, zremeshing super low for defined faces and clean topology and repeating that process for the bottom ones.
Clothing seams and folds like those kinda details can be done in painter with brushes and height maps, so don't worry about those minor details.
Finally, the sculpt was complete!
Lecture Notes:
Ideally, have the retop done by the end of the week.
If you want to add thickness to your retop easily, use the shell modifier.
Triangles aren't illegal to apply, they're useful in capturing curves and modifying topology as long as they don't interfere with animation loops.
Use Zremesh as a base for retop as it can give simplified topology that only requires minor adjustments.
Make sure to decimate your high polys before bringing into Max.
Also use ctrl + W to unify all polygroups so a bunch of groups don't appear when importing to Max.
Scale by a fixed number so each asset is consistent in size.
Make sure the file is in centimetres!
Straighten wonky loops using edge constraint and scaling by the x axis, or normalizing by x.
Work big initially in the retop, this way you can quickly capture the silhouette correctly and add detail using swift loops or the connect tool.
Dev Log Evaluation:
By the end of week 4, I had completed my sculpt and fully polished it to the point of readiness for the retopology stage. I had actually completed the head and neck's retop in this week as well, but I placed it in week 5's blog post for the sake of organisation. While I am making good progress, I'm still behind the given schedule. While this is troubling, the benefit is that I can now start working on my 3D work from home as we've entered the Max stage, which I have access to at home. If I ever find myself behind, I can use my self-directed sessions to catch up at home.
Starting this week (technically last week), I begun the retoplogy. Since there was a lot of assets that needed decimating and importing, I started simply with the head and eyes. This helped me warmup and ease back into this process properly.
I started by importing the head and eyes to Max after decimating to help the file run easily, starting the retop without it feeling so daunting. Starting small!
The eyes were simple, adding sphere primitives aligned with the high poly eyes.
I began the standard protocol by choosing to draw on surface, picking the correct high poly after cloning it and removing any topology, increasing the offset slightly.
My approach was similar to previous blocks, starting with the major deformation loops of the face, followings guides on sketchfab where I tripped up.
Following this, I filled in the areas between the major loops, using the relax tool to soften these polys and clean up the edge flow.
Next, I closed the inner eye sockets by scaling the border selection inwards to fill in that area of geometry, finally using step build to cap off the central space.
I expanded my work outwards from the face loops, filling out the cheeks, forehead and jaw.
I imported other head pieces like the tiara and hair so I could see how the retop was looking and if it reached all the edges where it wouldn't be seen or necessary to add topology.
This is the final result of the retoplogy of the face! It perfectly expanded to the edges of the tiara and hair. This means I can move onto the neck.
I decided to tackle the neck in less of a manual method, by extending the bottom edge.
Next, I used the connect tool to add extra loops with proportional distance between them.
Finally, I used the conform tool to wrap this new geometry around the sculpt, and relaxed it where it warped in this process.
I then used the symmetry modifier to mirror over the topology, speeding up the process and halving my work time by completing the other side this way.
Toggling weld seam within the modifier and increasing its threshold helped to close any holes in the center, although leaving some strange topology.
I used the target weld tool for these areas of excess topology, giving me a clean result down the middle, meaning I could move onto other areas of retopology!
Will Feedback:
I wanted help on closing the top holes so the retop wouldn't freak out, which he did with deleting a loop on the rims and separating them as polygroup islands, then extruding it to thicken it.
I was then advised to bring plates into max in this way. Parts that come out a LOT and are distinct in silhouette should be retopped separately, so we put those in a folder, like the collar and diamond rim in the middle. Lots of minor panels can be combined and dyna-meshed at a high resolution to import altogether at once, that way when retopping that overall shape it wont freak out with the crevices.
When retopping the separate stripes on the sides, that's fine but just make sure to follow the grid so that when its posed it all moves together in a uniform manner.
For the differing panels, we will sort colour IDs for them so I can edit them individually in painter instead of masking manually.
Next, I tackled the crown by building up the topology from the center, adding triangles where curves occur so I can reduce the topology and shrink it to the sharp edges. I finished this by using the symmetry modifier to mirror it over, welding the central loops.
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The eyebrows were a simple task, adding quads to fit the silhouette correctly, then adding a swift loop in the centre for some extra depth, followed by shelling the inner faces so it became a proper 3D mesh.
Will Feedback:
The tiara was looking a little dense, I was advised to look at reducing it because 2k tri's is quite a lot. In retopping the tiara, I don't need to retain the grid as it's not animated the same given its static properties, try adding flow with borders to start the retop and then fill in the middle.
I can also utilise triangles to attain the silhouette without adding unnecessary topology like the swift loop method. This is done by adding tri's and collapsing them on the other side to save budget and keep the silhouette.
Another point is that hair also doesn't need to follow that grid or even flow, given that the technique I chose was a uniform sculpted piece. This won't be animated as it's built to be static.
In my second attempt at the crown, I retopped with a lower poly goal in mind to start with an optimised base and begin to add detail to it. I followed the borders as Will suggested.
I also used the triangles technique as Will showcased, to add curves and soft edges effficiently and then shelled the whole crown for thickness. Some areas like the upper spike had to be thinner, so I used the move and conform tool to fit it back onto the high poly properly.
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Finally, I used the symmetry modifier and target welded the open ends in the middle. This result is not only much more efficient for the budget, but also looks and flows much better!
I remembered my feedback of starting small instead of retopping with intricacy and lots of tri's, so I captured the major planes of the hair's shape so I could add swift loops later on to capture the smaller details and soft curves.
Given its slight asymmetry, I chose to still use the symmetry modifier compounded with the conform tool to fix the old topology into the new spot since it wasn't a drastic change. This ended up with about 1k tris, which I can definitely increase later.
In this blog task, we have been asked to collate references images of assets from our chosen game's art style to then breakdown the distinctive features of this style, and analyse their workflows and techniques that come together to produce this result. We must also touch upon the potential challenges that come from replicating this style, planning how we will achieve likeness to it, and understand how the artists maintain consistency across all assets. In discussions with my group, we chose Dishonored 2 for this block's group work for its middle ground semi-stylised work, complementing our current knowledge well.
I find that the immediate aspect I recognise upon first impressions is that Dishonored 2's art style is clearly semi-stylised. In researching for this task, I found an article by freelance 3D artist Mihaela Dragan who worked on the texturing of these characters and documented the process at the site https://80.lv/articles/crafting-the-characters-of-dishonored-2-a-detailed-guide-and-strategy. This was a great source to discover as many development screenshots are displayed and annotated for each step. Mihaela states that the style was described to her as "stylised-realism...about the non-particular" which certainly has different implications to the standard semi-stylised approach.
What I see from the direction of stylised realism is that of exaggerated proportions on unique character sculpts that still maintain realistic features, such as intricate pore work, hair strands, scars and skin texture, and detailed textures on clothing. This is seen in James Ku's sculpt of Emily above which shows eyes with larger proportions compared to realism, depicting her youth, along with very subtle textures on her face to show pores that maintain her age but also imply the aspect of realism within this style. The sculpt below by Sara Wilde is a great example of a character brought to effective fruition within the requirements of exaggerated features and realistic textures; the man has a wide jaw, smaller eyes, and a small mouth that further enlarges the face and head, making him feel burly and strong. His face takes up space in the screen which commands presence and attention. Despite these amplified features, he still feels plausible as a character for his skin's texture work, scars, stubble, and slight wrinkles too.
On the same article by Mihaela, she showcases the workflow and step-by-step process of texturing the skin of a character, detailing how it builds up from a unified base skin tone, strongly building up the red to imply bloodflow underneath. Dishonored artists also make great use of colour zones and aren't applied linearly with yellow on top, red in the middle, and blue on the bottom - it tends to be distributed with slight variation for extra plausibility. These colour layers are turned down in opacity and pasted over subtly with another skin tone layer to unify the whole skin texture. An important detail to mention is the picked-out colour palette that the artists likely share between similar-toned characters so they appear somewhat consistent.
The hair had a less detailed section due to its relative simplicity, although I was rather pleased to see their use of sculpted hair instead of hair cards which I expected due to Dishonored II's touch of realism in texturing. Although, they do somewhat utilise them, but in a way of converting these hair strand alphas to brushes in Painter to easily block in those strands.
Difficulties I May Face:
Some difficulties that may occur to me is reaching the same level of detail and intricacy in the realism aspect, since I never strayed far from the semi-stylised ground which may cause my skillset to be limited, although I must remember the wide array of brushes and generators Painter has available that I can utilise to achieve these rougher textures. Another point is that I didn't find much matte metal in the Dishonored II characters' designs, which Wanda has, so I may have to figure out how to create that within the style's boundaries independently.
My Plan to Approach this Style:
Most of the style's strongest features are its texturing, for its subtle use of realism and detailed textures, but it's displayed most prominently in the skin. The 3D assets don't carry over the painterly style of the concept art, but it does maintain the hue variation found from the strong use of colour zones within the sub-dermal texturing process, which I found photos of the step-by-step for and will definitely reference in the texturing phase.
With all elements of the face retopped, I was able to move onto the body; I decided to tackle areas of exposed skin that cuts off where clothing is placed and won't need topology. This constitutes the arms, hands, and upper chest area.
The shoulders/upper arms have the most skin exposure on this model, so I chose to begin with the joint of the shoulder for its slightly unique splitting topology. Before that, I filled in the chest and arm's loop to follow from there.
Next, I expanded out from the chest loop that continues to the arm, being able to fill in the underarm and armpit which could be difficult do to the awkward pinched space, but tackling this area first eased the process which I followed up with the rest of the arm.
Finally, I filled out the chest-to-neck area (including the backside) to finish this component.
With the chest/arm area symmetried over, I was able to start on the hands; I started with the loop on the wrist to establish the amount of topology continuing down the hand, which I followed up with the 1-3 deformation loop to increase topology closer to the thumb, along with marking out the palm section of the hand in blue, which continued for another 2 loops.
After filling out the palm, I worked on the deformation loops that'd increase topology to accommodate for the fingers, of which I retopped just one. I started with the joints and filled it out from there, followed by duplicating this area for each finger and using the conform tool to reshape it to each one. Finally, I welded the open edges together to form one unified mesh. With that, the hand was done!
For the nails, I added two rows of polys that would reflect the curve of the nail, shelling this for a 3D mesh and repeating this process across the rest.
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Since the arms beneath didn't have topology, it was important I maintained the animation-based geometry on the elbows for the sleeves as they will have to bend the same way; therefore, I started the sleeves with this element.
Following this, I expanded the topology outwards to fill out the rest of the sleeve, ensuring the topology aligned with the hand's so they move as one.
With that the sleeves were complete, leaving the outer stripes to retop.
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It was important the topology of these also matched the underlying sleeve's pattern of topology so they don't disconnect in movement.
To speed up the top's retop, I took a cylinder with a decent amount of loops and tapered it the vaguely match the silhouette with the FFD 4x4x4 modifier. Next, I used the conform tool to wrap it around the shirt, removing any warped faces.
Finally, I extended the already established topology to fully fill out the shirt and complete this area. It shrinks inwards oddly at the top but this area is completely covered by the chestplate so it doesn't matter.
From here, I worked on the top's hems and the pieces of the chestplate too extruded to combine it with the main plate. I used the process of retopping, then using the shell modifier to fill out the areas beneath.
The shoulder plate required the conform tool for where the shell modifier extruded in a different direction.
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The final piece of the chestplate's separated piece was this diamond, which followed the same process.
The belt buckle didn't change shape extremely, so I was able to place a cylinder on it to accommodate for this section.
For the major chestplate, I followed the grid pattern of the top so it would move and bend in a unified manner, using a deformation loop in the middle going upwards to be able to properly fill out the top area with all its holes.
The next area I tackled was the waistcoat, which I approached by filling out the edges as Will had advised with unique areas of topology, then filling in each plane change at a time, finally filling in the middle and shelling the whole asset.
The edges were too sharp with just one shell, so I used the swift loop tool to add another loop on the edges and used "set flow" so that it conformed to the curved shape better.
The retop and shell process was used on the stripes, making sure they align with the wasitcoat's topology too.
Finally, I covered the back part starting with the coat itself, and then the stripes to finish the entire upper half of the retop.
In beginning the bottom half of the body's retop, I started on the hip area of the leggings by filling out the upper thigh loop, and splitting off the topology in the middle, finally filling out the sides. From here I would be able to start the legs.
In filling out the leg, I started with the deformation loops necessary for animation in the joints of the knee, bridging the loops of the thigh down to this area, using connect to proportionally add more geometry and finally using relax and conform to get a clean result. I then repeated this process for the lower leg.
I made sure to match the loops of the boots to the leg so they deform similarly without clipping.
For the back of the boot, I used the 3-1 topology reduction method as it doesn't need so much density.
I followed the topology down to the base of the shoes, stopping at the heels.
I used shift and extrude on the border left previously to get the topology of the heels.
On this final border, I used the cap tool to fill out the bottom.
After that, I used the cut tool to remove any ngons. Next, I did the same for the top of the boots, cutting to one vert in the middle and creating a loop where the legs fit in.
With the cut out loop, I deleted the inner faces so that the legs fit properly without obvious clipping, which will help the unwrap thanks to the open edge. Finally, I used the symmetry modifier to mirror the boot over to the other side.
In tackling the stripes, I made sure to follow the grid so they would bend in the same way as the clothing they extrude from. For the top's stripes, I followed the grid and used swift loop to add faces representing the extruded one on the stripe itself. With the new loops, I selected the middlemost faces and extruded those to get a quick, clean result.
For the lashes, I added topology to the top face. I'd made them relatively akin to a planar look which helped in the retop thanks to the clear distinction between faces. Next, I filled out the underneath faces and added loops where it became faceted, repeating this with the lower lash line too.
Completing the cape required a low poly mindset, filling out the edges first and then adding to the middle. Once this was done, I was able to add swift loops where it was necessary and would assist any animated movements. After this, I retopped the hems at the edge to finish this area.
Dev Log Evaluation:
By the end of week 6, I had completed the retopology stage and could move onto unwrapping. I was at roughly 35k tri's in terms of the budget, meaning I still have 5k to implement some alphas for the engine scene.
I believe this stage could've been completed faster since I don't have a lot of difficulty with retopology, but my laptop at home slows so much when I open this file.. it took like an hour just to retop half of the leg purely due to lag.
Either way, before I start my unwrap I need to have clarity of my goals beforehand. I will first check for ngons using the script provided last block, then I will unwrap everything and pack based on the given texture sheets, applying material IDs and smoothing groups, then finally moving to Painter to bake.
Before I started my unwrap, I made sure everything in my scene was how it should be so I wouldn't have to make changes, and redo the unwrap at any point. This meant checking for ngons using the script we were given, which points out which objects have ngons.
Essentially all of the ngons exposed by the script were the kind seen on the right, occurring when the symmetry tool warps the topology in the center and the welded seams leave behind a few excess verts. These were quick fixes using target weld.
The head was fairly simple, given that it already is an easy process. However due to the hair being static and covering the neck, I didn't even need to add a seam there.
The eyes were a simple case of adding a seam in the middle and peeling, giving the exposed size all the UV space.
Areas like the eyebrows and nails were also a case of adding a seam in the middle and giving space to the exposed sides that the player would see properly.
For the hands, I manually added the seam by double-clicking edges that ran along the fingers, and connecting it in between. From here, I unwrapped both sides and relaxed the side that starfished so the appearance wasn't so extreme and distorted.
The hair does have cutoff points which automatically had seams applied, although I elected to add extra seams where major separations occurred in the hair so I could customise these sections with better agency, along with having this split so distortion didn't occur.
Many minor meshes such as the shoulder plates and cuffs on the sleeves required simple unwraps of the distinct faces, with minor areas receiving straightens as their shape don't wholly matter.
For areas of the body, I made sure to place seams in areas that weren't so easy to view as a player. For example, I placed the seams separating the shoulders (as seen above) where the top and chestplate would cover them. The collar already hides the split nature of the neck and chest. The leggings required a split down the middle to separate both legs, with seams in the inner legs to split the legs themselves.
I unwrapped the boots by splitting the sides, separating the very top and then the heels.
With every component individually unwrapped, I would need to start applying material IDs based on the varying texture sheets and pack each component into their respective sheet.
Material IDs:
1: Eyes (Yellow)
2: Skin (Pink)
3: Hair (Teal)
4: Clothing top (Red)
5: Clothing Bottom (Purple)
As seen here, I stacked certain UVs that had the same topology but previously couldn't be symmetried, freeing up some space.
Eyes:
Skin:
Hair:
Clothing Top:
Clothing Bottom:
Dev Log Evaluation:
I had to consider the texel density of each component within the sheets, understanding their scale compared to one another and how that affects their allotted space, along with which areas are more visible to players and need more space to focus on their texturing and quality. Each sheet is 2048x2048, except for the eyes which are 512x512.
With this complete, I could begin exporting the low polys and high polys, ready to import to Painter. Before I bake within this software, I must re-enter Zbrush to apply colour IDs to the necessary areas which lack unique topology in the retop, allowing easy masking. This applies to areas such as the chestplate details, and the stripes on the boots. Once that is complete, I can bake and begin texturing.
With my packed UVs complete, I was able to move onto the baking step. Setting this up, I started by moving each asset's low and high poly together to separate everything in prep for an exploded bake. When the low polys were imported to Painter, I entered the baking tab and selected the exported high polys to bake onto them. This bake provided no issues and was relatively seamless, meaning I could enter the project configuration tab and choose a previous Max file with the normal combined setup so texturing was easier.
To help the visualisation before properly detailed texturing, I applied a base colour for every area.
Starting with the skin, I applied a new fill layer of a deep red base colour with positive roughness for a matte read.
I added another on top with a darker red colour, applied on a generated map of dirt spots for variation.
Finally, I painted in some dark purple for some cooler hue variation in areas like the eyebags, corners of the mouth and nose.
After the subdermal layers were complete, I painted over with a new fill layer that featured a matte peach skintone. I used a noisy brush so I could gradually build up this layer instead of a completely flat layer.
Next, I applied all the colour zones rather liberally. I made this choice to imitate my group's art style of choice, Dishonored II, which has an intense display of these colour zones and a wide range of hues within the skin textures. I only lowered the opacity on these layers slightly.
Since Wanda is a young woman, she only needed very subtle pore work; I completed this by adding a human skin smart material on a normal layer with a black mask, then painting it in with a soft brush.
For the lipstick layer, I added negative roughness for a slight sense of glossiness, followed by a new height layer that I painted stripes onto to emulate the bumpy texture of lips.
Next, I built up a few fill layers with increasing darkness towards a deep maroon to represent Wanda's magic-stained hands.
I used these same layers to build up the eyeshadow, too. After this, I added a new fill layer with colour and height selected, painting in her moles. The height helped to perceive their slight bump.
For the eyes, I added fill layers with the roughness turned way down to imitate their reflective nature thanks to their layer of water protection. After painting the eyes, I realised they were.. off.
Instead of repainting each layer, I rotated the eye meshes inward within Max and reimported the meshes which fixed this issue.
Starting the hair, I added a fill layer with the base colour.
Next, I implied ambient occlusion with the use of a darker, warmer layer on the edges of the hair mesh, and a lighter yellow layer to imitate lighter areas.
Finally, I added a height layer and painted in the impression of hair strands using a rake-like brush.
In recreating the patterned armour shirt, I started with a base colour. Next, I grabbed a hexagon pattern and applied it to the normal map, scaling it to squish it.
For the metal chestplate, I had the base red colour with a metal channel toggled. To get it to appear more grainy, I added a noise map to the roughness channel.
Next, I repeated this process with a black version, applying this to the collar and stripes.
For the purple colour variation, I added a new fill layer on the overlay blend setting, painting in the right areas.
Finally, I implied some extra ambient occlusion using a darker red.
I re-applied the metal texture I made to the tiara.
Reusing the black metal, I painted in the crevices.
Finally, I added in painted AO.
The buckle and leggings cuffs were a simple silver metal layer, made using the channel settings. For the leggings themselves, I made a base colour layer with negative roughness for a shiny appearance. To imitate their shiny nature and sense of woven spandex, I applied a fabric pattern to the roughness channel which used the white areas to add lots of roughness, with the black shining. This helped their dynamic reflectivity.
The cape's cloth read required positive roughness which I used a cloth map for, along with painted ambient occlusion on the edges.
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The boots marked the completion of the texturing!
Textures Outcome:
I did make an alpha sheet, utilising emissives which I learnt from blog task 1 but I ended up scrapping them..
In order to pose my character, I utilised the Adobe software Mixamo. Here, I was able to upload my Max model and apply poses with its simple rigging system; I used a basic standing pose and increased its arm distance to make it appear as though her hands were ready and wielding magic. After this, I downloaded the pose and brought it straight to Engine.
After setting up my textures and materials, I wanted to add a subsurface profile to the skin.
This is how it looked with it first applied, feeling very saturated and intense.
I hit a perfect middle ground once turning down the intensity.
After setting everything up, I worked on the three point lighting with a spot light for the key light, another one to fill in the intense shadows, and a low red rim light to enhance the visual coherence with the overall scarlet theming. I also added a deep red coloured point light to the background to highlight Wanda's silhouette. After this, I quickly setup a decal atlas shader in case I did use my alpha sheet I made.
For the pose on the far left, I manually edited it using Engine's skeletal editor. When I imported the Mixamo pose, it came with the skeleton so I was able to edit it and change her stance! I forgot to screenshot this, but the image above shows what it looked like - the far left contains my custom pose, the middle is Mixamo's, and the far right contains the neutral A-pose.
For this project, I had the aim to manually rig a pose and while I didn't use Maya to do it, I learnt a way of doing it in Engine. Due to this, my goal was to showcase my range of poses made with different methods. I have individually shown the A-pose, the Mixamo pose, and my custom one. Finally, I brought in spherical meshes and made a material with a bright red base colour and a value of 1 plugged into the emissives channel - this gave me a red glowing orb which helped emulate Wanda's magic compounded with the alpha sheet.
I used a directional light on the neutral pose to properly showcase textures and mesh details with its intensity high enough for everything to be visible. Whereas, I leant into the compositional aspect of the presentation with the other poses, neglecting the directional light for an intense spot light to illuminate everything, another much softer for the fill light, and a red light behind for the rim light. I also used point lights at a much smaller size to place within the glowing orbs and alphas I made that would showcase the magic's light bouncing off and interacting with objects for extra plausibility.
Neutral Pose:
Manual Rig:
Mixamo Pose & Armor Closeups:
This project was so much fun to do, recreating an existing character has so much potential to be enjoyable and I'm super glad my group settled on one we all enjoyed - creating Wanda herself was an absolute joy as a Marvel fan and lover of the more sorcery-based media within it. Coming back to character art within 3D has been so refreshing as we were shackled to environments for half of the year...
I believe my skills have definitely evolved when it comes to Zbrush, as I've delved into using more of its provided tools such as new brushes like scribe standard and slice, which helped me create clean patterns on areas like the tiara. I also got more used to the workflow of creating clean geometry with the method of polygroups, and the topology tool which was a great help in lots of the hard-surface details. The chestplate felt overwhelming to recreate as I could barely process which part went where, but I believe I applied the topology tool well enough to build up the shapes well and end up with a clean result. I also think I recreated the whole of her outfit successfully, since my group aimed for the stretch goal of a full body. My only gripe is that I didn't replicate Elizabeth Olsen's likeness very strongly, but the translation to the Dishonored II art style succeeded as their young adult characters don't possess most of the intense distinct features that the older characters do, such as exaggerated bone structure and extreme plane changes on the major wrinkles.
In terms of retopology and UV unwrapping, I still have no issue with these; the only criticism I have is that I was pretty ahead with the work and schedule and I slowed right down when it came to the retopology stage. It's not something I struggle with or take too long with, but I just didn't use my time wisely during that period which extended its length from what could've been 1 week, to about 3. This is likely due to a lack of urgency as I was ahead, which I should've kept the pace up to allow myself more time for texturing and Unreal setup. Another thing is that I was 5k under budget as I planned to leave some for alphas, which I never worked on in Max so I had extra unutilised budget.
I do believe the texturing was a success, making sure to utilise all channels, and especially roughness as this one was relatively flat in my previous character project. I've also been boosting my use of PBR techniques by applying provided maps to the channels, like dirt spots maps on the roughness channels to get a varied effect instead of a linear appearance in roughness. I again utilised these maps to emulate the patterns on Wanda's armour, such as her top which used a hexagon tiling pattern scaled and shortened to appear like the panelling in my references, along with the leggings which I used a tiling pattern of arrows, which I placed on roughness to achieve both matte and reflective reads. Finally, I believe I succeeded in emulating the Dishonored II style in the skin, as I researched it with blog task 2 and analysed the intense use of colour zones, along with following their shown workflow; the only thing is that I was on the fence about how intense to show the colour zones, as younger characters didn't feature it so heavily as Wanda wouldn't but I still believe I made it too subtle.
For Unreal setup, I find it a shame that I didn't portray her magic to the extent that I envisioned. I had a very ambitious vision for the presentation from the start, and though it's disappointing I didn't carry it through, it at least pushed me to include the glowing magic instead of aiming for the bare minimum. I also sadly didn't delve into manual rigging in Maya, but I'm proud to have found a method of doing it in Unreal with the skeletal editor which means I know how to do it all manually now. I believe my alphas could've looked better if I'd just done it in Photoshop and taken the time to set it up in Max, but I'm glad I could still include some semblance of it with emissives in Engine.
Overall, I had a great time this project and really enjoyed every step, so I'm super excited to create my character from digital next block and will make sure I keep myself in check each week so I don't fall behind just because I'm slightly ahead. Yippie!
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Bibliography:
Alex Verik (2025) Dark Knight. Available at https://gamesartist.co.uk/dark-knight-2/, accessed March 2026.
Florian Elle (2025) Yharnam's Street. Available at https://gamesartist.co.uk/yharnams-street/, accessed March 2026.
Mihaela Dragan (2024) Crafting the Characters of Dishonored 2: A Detailed Guide and Strategy. Available at https://80.lv/articles/crafting-the-characters-of-dishonored-2-a-detailed-guide-and-strategy, accessed March 2026.
James Ku (202?) Dishonored II. Available at https://www.jameskuart.com/dh2f, accessed March 2026.
Sara Wilde (202?). Available at https://80.lv/articles/take-a-look-at-this-character-from-dishonored-2-sculpted-painted-in-zbrush, accessed March 2026.