For our final Game Production project of 2nd year, we have been assigned the task of translating the character's we've developed in block 3 digital to a game-ready 3D asset. Our in-depth exploration and iteration means we have a concrete design to immediately work from, along with pre-considered style guides with references already gathered. This allows us to jump straight into the practical work!
Significant Dates:
Start Date: 21st April (Week 30)
Formative Feedback: 26-9th May (Week 35)
Submission Date: 5th June (Week 36)
Project Specifications:
Character: 40k tri's.
Hair: 5-10k tri's (sculpted or hair cards).
Stretch Goal: Presentation with group assets combined.
Textures:
Skin: 1x2048
Clothing: 2x2048
Eyes: 1x512
Alphas: 1x1024
Hair: 1x2048
Extra Notes:
For the overall schedule, we have a rough plan provided. In week 1, we work on creating our blockout and refining its shape. For week 2, we continue the blockout and start switching between Zbrush and Max to create assets in tandem, finishing the blockout. Week 3 will be spent finalising the sculpt and adding tertiary detail, where we take it to Max for retopology on week 4. In week 5, we will unwrap and bake which leaves texturing to week 6. Finally, presentation will be complete in Unreal in week 7.
Will also reviewed our characters, asking if we had any inquiries or potential issues. I was advised to look into latex shaders as a possibility in digital last block, so Will confirmed it is something I can look into to create my clothing's texture - if not, bumping up the roughness in Painter is another valid method. I also wondered about the toad-like skin texture, on whether I make that in Zbrush or Painter. For Zbrush, I can always experiment making custom brushes using planes and alphas on a layer so it's not a permanent fixture. If I don't commit to Zbrush, I can use Painter's generated maps like noise on a height layer to achieve the same bumps. This would also be easier as I don't have to manually colour in each bump if they're made in Painter, the colour can be adjusted alongside the texture. Finally, he suggested looking into High on Life for extra visualisation of alien characters in games since Dishonored II doesn't provide that theme.
I gathered necessary references on pure ref as suggested, including Dishonored II sculpts and style guides, high on life characters akin to my alien, and assets from Arkham Asylum and Fallout such as the utility belt and Pip-Boy for ideas of sci-fi, techy props that my character would don - Fallout was great for this due to its mix of futuristic tech with a wash of rustic retro aesthetics which matches our grungy sci-fi bar. I also sketched a utility belt on my character which slots the credit currency into it, and a wristband with hardware that assists in taking orders with a touchscreen.
I followed a modular anatomy guide when I explored Zspheres, placing each new landmark based on the separated colours.
I decided to start with the hips as a strong anchor point, dragging out the pelvis to create the thigh's origin points. Dragging those down, I reached the knees. I began building up the digitigrade anatomy by scaling up the size to accommodate for the large legs, rotating their poisiton, finally building the toes.
After the legs, I built upwards to get the torso. It's very compressed but I will add to the completed version to achieve muscle definition and the actual placement of organs so she's phsyically plausible still. With the chest dragged out, I added some shoulders. I brought out the arms at a small size so they began thin, scaling out at the elbow to get the thick forearms. Finally, I added the rough implication of a head and my Zsphere experiment was complete!
Closer Looks:
(Back Side)
(Back Middle)
(Feet)
(Adapted form - Shorcut "A")
Dev Log Evaluation:
I believe this could've been a difficult start to the project; while we have had ample time to prepare our character and develop them properly, translating to 3D is still a difficult task in understanding unique anatomy and maintaining likeness, especially in my case with such foreign anatomy. The combination of exaggerated proportions and mixing digitigrade legs with human form meant I had to properly understand the drawing I was following. As I built the model referencing my turnaround drawing, I also looked at animal legs like foxes which are digitigrade, and anatomy guides for Zbrush so it felt accurate.
I feel as though the unique anatomy is the hardest part of the sculpting process this time around as I need to make it accurate to the concept and also ensure it makes physical sense, but I'm glad I was able to build the blockout for the body in the first session. This means that next session I can work on bulking up the form with major muscles and giving the body the impression of actual innards, along with adding secondary details like the face, fingers, etc. If this is all complete, I will be in a great place schedule-wise to work on the clothing and smaller details in week 2.
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The final addition for the ZSpheres model was the hand and fingers.
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Turning on adaptive skin gave me this result, which I confirmed to start sculpting.
With the adaptive skin version made, I started using clay build-up and inflate in tandem to apply the muscle mass and secondary form to the character with consideration of skeletal structure.
Closer Looks:
(3/4)
(Front)
(Back)
Dev Log Evaluation:
For the end of week 1, I have a solid blockout with an implication of major forms and sculpted anatomy, which is a great and efficient start to the block. I find myself to have an issue with lingering on the early stages too long, so I'm making an effort to ensure everything Zbrush-based is done by week 3's end. With my current results, I must consider my goals for week 2. I think the best step forward is cleaning up areas with wonkier shapes and adding polish to those neglected areas. From here, I can block in clothing and hair to finish the overall blockout.
Since I had completed the anatomy in week 1, I was able to move onto clothing and hair for the sculpt. Along with this I worked on the eyes this week.
When Will came over for feedback, I asked for help with the eyelids since I seemingly never jive with them every project.. he helped achieve the correct shape by lasso masking the shape of it and inflating in reverse for a clean result, polishing that masked area.
He also advised cleaning up the shape of the arms by splitting it off and reducing the topology to simplify the shape, smoothing it out for a better appearance.
Following this, I started the clothing blockout by using the extract tool for the skirt and stockings.
For the singular hair strand, I placed a sphere and used snake hook to gradually drag out the correct shape.
I brought it way down to the correct length before cleaning it up, as it appears to stretch topologically here.
Applying ZRemesh at half helped relax the form, which I followed up with more snake hook to get the curves at the end.
Finally, I finished off all of the work on the body by splitting off the hands to increase their individual detail, using the inflate tool to exaggerate the bony form.
Will Feedback:
To start off the lesson, I got my daily feedback from Will. This time, I didn't have any particular struggles or questions so we discussed future areas of my project. This included texturing and presentation, as I still had curiosity about the latex shader that Jesse will be helping with.
He came in and explained to me how it worked, that it's essentially just one node working with a very rough texture for a glossy base. This shader reuses the glass one's properties for its ability to take normals and convert those to colour with a harsh white highlight. If the normals aren't great, we can still go to Designer for better maps to use and create the result of latex. He let me know to find him for help closer to the texturing phase for help with this!
Will also mentioned how I can use a Niagara system in Unreal Engine to create animated smoke for the cigarette from the concept art, which I aspire to do since I'm yet to use it. He also said how I can easily place the cigarette by moving the loops of the mouth.
My only other concern was how to create the glowing tattoos even though I understand the idea and have done it before, only requiring emissive activated in the texturing phase, which Will said we can create a pulsing effect for too!
Ultimately, my takeaway from this feedback was just to keep working hard on the Zbrush part so I can progress quickly to texturing and presentation to dedicate more time to pushing it further!
Starting on the collar, I followed the clean method we've been taught of using polygroups to create an empty cylinder.
Next, I scaled it down and tapered it outwards to fit the neck properly.
After this, I used the move tool to make it sit mores snugly on the neck and gave it more of a curve.
I blocked in the shirt using spheres, using the move tool to push its form into shape, followed by the standard tool on normal and inverse to create a subtle implication of folds. I also used it on inverse to accommodate for the strips in the centre and back which will cause it to dip inwards.
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I had to alter the design of the gloves and take away its singular finger wrap as it kept causing mesh errors, but I made sure it still stayed consistent, using a sharp V to remain cohesive with the design.
I repeated the same process as the collar for the sleeve rims.
Following this, I adjusted the collar's shape to fit V.A.L's sharper design but it appeared messy so I reworked it at a lower resolution for cleaner topology.
Next, I extracted out the shapes on the top's stripes at the back.
I crudely blocked out the rest of the clothing panels to fix up in the next session as I wanted to use the rest of my time working on the face.
To gain more detail on the head, I split it off from the body rather seamlessly as it was covered by the collar.
This allowed me to sculpt in detail at a higher resolution, which I worked on by softening the eye ridges, adding secondary forms like the mouth muzzle and lessened the sag of the eyebags for a more natural position.
Dev Log Evaluation:
By the end of week 2, I've gotten everything blocked out in Zbrush which leaves the fine tuning and detailed sculpting to this last week which works accordingly to the schedule delivered. Ideally, I will finish up the polished sculpt and block out the shape of the techy equipment loosely in Zbrush. With those tasks complete, I can import my work to Max and start retopology/modelling the tech. Once the tech is modelled, I'll be able to repurpose the models for my digital project in painting V.A.L!
By the end of week 2, I had fully blocked out everything on my character's design, albeit crudely in some areas. This meant my main goal was to refine those parts and polish them to completion this lesson.
I worked on the shirt's strip by implying a zip at low detail, using a masked stripe and the inflate deformation tool. I followed this up by using a plane and splitting off the corners to create a triangle, and extruded it for thickness.
Next, I worked on something of a crest with this extruded plane to sit in the area between the collar since it looked a little empty. I flattened the corners and duplicated itself for a more sci-fi look.
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Dev Log Evaluation:
I spent the rest of the lesson cleaning up the minor details using the process of Zremeshing to bring down the resolution, maintaining the polygroups to keep the planes distinct. From here, I increased the resolution for smoother detail and less faceting, using the move tool to ensure the curves were clean. I also began to add the implication of clothing folds with the standard brush, showing where tension occurs and tightens.
Now that the model is cleaned up, I'm going to start adding subdivisions in the next session to bring in maximum detail, polishing the sculpt to completion to start the Max phase. My goal for the next session is to complete the Zbrush phase entirely so I can get into Max by week 4 to start working on the tech props like the belt and arm-wrap, finally finishing with retopology. This will leave me 3 weeks to texture and present!
For the Friday session of week 3, I focused on polishing my sculpt and adding the final details so I can finish up in Zbrush and move onto the Max stage. This required cleaning up the secondary details, dynameshing any pieces that need merging, and adding tertiary detail like clothing ridges and claws.
I started off with the claws as they're relatively simple, requiring just the insert of a sphere, snake hooking it into a curved shape and using Hpolish to define its planes.
(The design of the skirt before detail)
Throughout the sculpt, I started applying tertiary detail to give it a final pop so it didn't feel simple. I used masked patterns with inflate inversely in the deformation tab to cleanly shrink areas.
This is the side-by-side of my sculpt from before and after the session; most work isn't too obvious as it consisted of fine polishing, defining planes in the stripes on the sleeves that polygroups didn't want to apply to, and adding the right clothing folds and creases to the sleeves, tilting them out for a more natural taper, and working at an overall higher subdivision level for better quality.
Dev Log Evaluation:
Overall, I've pretty much finished my sculpt! This leaves me on track within the schedule we were given which puts me in a good spot. I will have the next week (and a half if necessary) to retop and work on props, and I should hopefully have wiggle room if the design changes based on my current position. I'm glad I've been on track so far!
Beginning week 4, I have what can be classed as a complete sculpt. However I've recognised how mine and Xena's characters are starting to diverge thematically - mine is becoming TOO sci-fi and futuristic, whereas hers is more retro and soft-surfaced while still maintaining that sci-fi flair. Due to this, I've elected to make some changes to my character to unify them again. However, I found that the best thing to do is start the body's retop today seeing as that won't change in design, then I can overhaul my character in digital on Thursday. Then, I can return to game prod on Friday with an idea of my new design and return to Zbrush and quickly make the new elements. I believe it will only be subtle changes like a new hairstyle, and different accessories, so this shouldn't disrupt my schedule too much.
To start the process of retopping, I'm decimating my meshes to lower their resolution while maintaining the detail so a clean mesh can load into Max easily.
Will Feedback:
Go more in detail with clothing folds and break up the silhouette, really push them further and strengthen the folds.
Add tear ducts for final detail in the face.
Will helped block in the belt with clean polygroups for a good foundation to take to Max when I model the rest.
I opened a new Max file, importing the head and scaling it by 1000. I ensureed the metric was set to cm for Unreal's setup, and started my retop.
Starting with the head, I retopped around the eyelids, extruding them inwards and collapsing them to finish it off, maintaining loops around the mouth, eye, and up the cheek for animation.
Once I wrapped the topology around the back of the head, I took the loop at the bottom and extended it downward to cover the neck area.
From here, I selected the vertical loops on this area and used the connect tool to add horizontal loops at the right distance.
Next, I used the symmetry tool to mirror over the topology. I activated weld seam to close the holes that appeared in the middle.
For the eyes, I just grabbed some spheres and aligned them into position with the high poly version.
I followed the usual process of retopping the hand taking some liberties with the more unique shape and lack of fingers...
Week 4 Feedback:
The head retop is effective, the loops are captured but fix the neck where the face pulls from the neck to the jaw. Some sort of grid pattern will help reduce this stretching in topology.
Improve the hands where it goes from the hand itself to the thumb to prevent diamonding, and move back topology where twisting occurs in fingers.
While the sculpt is essentially done, Will checked it to see if any finalisation could be done - just do what was advised before in strengthening the clothing folds of the shirt.
I carried out the feedback given for the sculpt, in finalising the detail of the shirt by emphasizing the folds to push forth a sense of realism. What previously felt like an indistinct material now actually looks like a cloth shirt. This marks the end of my sculpting officially, so I can entirely focus on retopology in Max.
The red stripe shows how the face was pulling from the chin to the neck which was quite extreme, but the right image shows how I tackled it with a swift loop that accommodates for this extra curve in the neck so it no longer pulls.
I did also fix the hand but this was rather quick with no documentation as it was a simple use of the cut tool; the addition of triangles helped to prevent diamonding.
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Dev Log Evaluation:
With the feedback delivered and applied, I was able to continue with the project by fully transitioning to 3Ds Max to complete retopology. While this is the prioritised goal, I need to ensure I make time for the prop creation which is also happening in Max.
Ultimately, I believe my progress is good for the end of week 4, having a completed sculpt and a start on the retopology. If I keep this up and get the retop done on time, unwrapping will be swift and I'll have adequate time to make props and texture.
As stated in my last dev log evaluation, I am now in the retopology phase for certain; I've retopped the head and hands so far, meaning I still have certain body parts to retop along with all the clothing and accessories.
Since the feet were rather complex and ambitious as a mesh to retop, I leant into the tools at my exposure on Max. I decided to give the retopology modifier a go, setting the tri count to around 2k and getting this result; I did adjust the topology by adding an inset rectangle loop so that the knuckles had more opportunity to move in animation.
Since I'd added the folds to the shirt, I had to employ the method of cutting into the topology to accommodate for them so I retopped a uniform, gridded base to work with before making any of those choices.
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Next, I retopped the hair by following the form all the way down and reducing the topology to create a less dense ending. For the smaller piece at the front, I worked outwards from the fold occurring in it. I made sure all visible areas had topology, but I cut it off where it merged into the head to save tri's and ease the unwrap process.
For the sleeves, I started with the unique topology of the elbow, as a joint needs accommodations to allow bending in animation. Next, I extended this out on either side with the method of extruding far, selecting the vertical edges and using the connect tool to proportionally add more loops, finally conforming it to the shape.
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As seen here with the belt, I retopped half of the surface. Next, I used the symmetry tool to cover it across the whole object, followed by the shell modifier to give the inner area thickness, creating a proper mesh.
Cheeky progress check - since we didn't attend the Friday session due to comic con, this is the result of my work for week 5. At the start of week 6, Monday, I worked on my retop to compensate for this fact.
I started with the stockings, trying to match the general topology count of the feet so they move in unison, and building the joint areas. Next, I extruded upwards and used connect to add more loops, finally completing this area.
I also retopped the thighs just so there isn't a void beneath the skirt. For the crest, I used the simplified shape from Zbrush as it usually has a second, smaller triangle within it but I can just duplicate the mesh now that the retop is done.
This screenshot shows the retopology of the whole body complete! Although it excludes the smaller details - I'm at 25k tri's at this point, leaving 15k for those details and props.
As I previously demonstrated with the belt, I repeated the method here on all the small details to retop them efficiently. This consisted of retopping half, using symmetry, and then shelling it.
With everything complete except for the props, I worked on unwrapping all the current parts as it's a swift process in character art. I started by making lists for each major sheet and sorting the components into them to visualise how I'd tackle this. It also helped me to keep tabs on what pieces I may have forgotten!
Before starting the unwrap process, I used the ngon checker script to ensure there were none in my meshes; while there does appear to be quite a few with ngons, I checked through them and some were false alarms. The majority of the actually existing ngons were caused by the symmetry modifier failing to weld the seam and leaving excess verts. This was fixed with simple target welds, while other ngons were caused in the shirt mostly where I'd cut to accommodate for folds - simple fixes with the cut tool!
lLllaala
Next, I sorted each mesh by the categories I made for the UV sheets, following the list carefully to visualise in colour coding what unwraps will go where.
Starting with the skin felt easy as unwrapping these areas is a familiar process to me; I started with hands, adding a seam along the middle to split both sides of the hands.
Next, I tackled the feet. I made sure to create a seam that ran across the flat soles of the feet to split off that bottom face. Next, I hid a seam under the stockings' sleeve which prevented distortion in the face of the toes.
The head was easy, as it floated which already established a seam. I just needed to split it down the middle at the back, hiding most of the seam under the hair, then peeling the whole face.
For the shirt, I followed the logic of fashion and textiles, adding seams where the sleeves split off, although I didn't add seams at the sides of the main shirt as usual since I had a large zipper in the middle which perfectly hid this seam.
lLllaala
I added seams where the ends of the sleeves occurred so the inner face could be split off and shrunk down for UV space. Next, I added a seam along the whole of the mesh to flatten it out in one large face, putting it under the arm to hide it.
The skirt required the same approach of a textiles mindset, adding seams at the side and bottom to split off the faces like stitched fabric.
I repeated the same process as the sleeves for the stockings as they're functionally the same with slight structural differences - I added the seam on the inner leg to hide it better, and I straightened the top and bottom faces since they weren't too distorted.
The crest's unwrap demonstrates how most smaller details with more faceted designs were approached, adding seams to major plane changes and straightening the sides.
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Skin areas like the hair, face, hands, thighs, and feet.
Eyes peeled by the middle edge loop hidden in the eyelids, shrinking down the hidden face.
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Major clothing pieces like the shirt, skirt, sleeves, collar, and stockings.
Dev Log Evaluation:
By the end of the session, I had these results for the unwrap so far. The entirety of the skin pieces were complete including the eyes, and the larger clothing pieces were done too which just leaves the smaller accessories. I pre-packed these unwraps in a sense to organise the components before actually packing.
One thing I must remember to do is retop the back strap!! I completely forgot about it, getting it lost in the sea of small parts. In the next session, my first goal will be quickly retopping that as that will mark the completion of all accessories. With that done, I can unwrap the small pieces and start modelling the props to fit those on the same sheet. Since I also designed the props today, I'll have a proper reference to work with when modelling.
Certain aspects of the design felt more natural to model in Max, starting with a blockout imported from Zbrush to match the body and mesh. I took time from the self-directed session this week to complete these areas.
Starting with a cube, I extruded faces to mimic a retro phone, adding a plane for the screen and pulling it out softly with FFD 4x4x4. Finally, I chamfered the edges and added the antenna.
Using the blockout of the belt made in Zbrush, I was able to get a solid base. It was already very optimised so I could directly use it, shelling it as the first step. After this, I chamfered it for softer edges.
I did the same with the arm straps, removing loops to match the arm's topology, and ensuring edge chamfers.
After adding the gizmo to its position, I created buckles.
With the gizmo, small details, and belt itself made, I was able to arrange it to my vision. I duplicated the crest just for this purpose to envision the final product before deleting it as it'll be instanced later on. Finally, a space cigarette was easily made with scale/extrude on a cylinder, using symmetry to double its length.
As I made the props on Wednesday, I can continue by unwrapping those and adding them to the UVs and properly pack them since most stuff is already unwrapped.
Here is the result of everything arranged together with the mat IDs distributed by UV sheets. Will made a good point that I could split the red and green evenly for a better distribution of resolution, where I had the large stuff on red, and small stuff on green which would've caused clear polarity in the resolution. This is the changed version with Will's feedback applied.
I find it helpful to pre-pack assets so I get a general gauge for scale of items in proportion to one another, before packing.
Final UV Sheets:
Skin - 2048:
Eyes - 512:
Clothing Top - 2048:
Clothing Bottom - 2048:
Exploded Bake Setup:
Before moving to Painter to bake, I moved each asset's HP and LP together so everything was decently separated and ready to bake with no interrupting ambient occlusion or overlaps.
Next, I exported both HP and LP asset collections and made a new Painter file with the LP as the base. I then baked with the HP selected which all thankfully went swimmingly, leaving me with this clean result.
Texturing time!!!!!
Dev Log Evaluation:
Before finishing up with the session, I applied some simple base colours to help envision my character better. I did also quickly tackle the latex skirt in a simple fashion of cranking the roughness up to the max to get a glossy surface, but it still may need customising to look even better.
I now have 1 week left to texture, pose, and present so as long as I enter each session with a solid plan, it'll be a breeze.
Starting the final week, my first priority is to develop the texturing as much as I can, starting with the clothing. Since I pivoted to gingham instead of plain cloth for the shirt, I wanted to tackle that pattern first as a potential challenge.
I started with the base colour with decent roughness.
I followed this up with some height information and extra roughness using a woven fabric generator.
Next, I found a checker pattern that I exclusively added a colour channel to, which brought in the white squares.
Finally, I added in some dirt and implied ambient occlusion with an extra rough layer at a darker orange tone.
I used a smart material as a base and changed the circles pattern for height to cloth folds for a better material read and inverted the curvature map so it looks to have darker worn edges on the collar.
For this waist wrap and every other leather object, I started with a brown base with varied dirt spots and a curvature map to get lighter edgewear. Next, I added a "scratches" filter and painted in some hue variation.
For the secondary detail on the skirt, the cuffs, I added a noise map to the roughness channel and turned up the metalness to give it some subtle sheen. This screenshot also shows how the leather looks complete on other assets.
I mixed roughness and metallic together with the channels to get a glossy, glass screen akin to a retro TV.
Next, I made a layer with a lighter green tone and more roughness to paint in the edgewear and scratches.
For the gizmo itself, I imagined it to be like a sturdy plastic similar to a TV remote so I showed that with lighter edgewear and evident wear in the middle sections where contact has smoothed out the texture.
I started using height and colour layers to paint in the details of the gizmo, following my orthographic design, before realising I did it upside down!!!
Imagine my surprise when I go to the effort of restarting this step to get it the right way round, and still end up doing it the wrong way round again.
Finally I got it right!!! I also used the normal alphas provided by Painter to add techy details to empty spaces.
Starting with the eyes, I applied a glossy base. From here, I deepened the colours to paint in implied ambient occlusion.
Next, I handpainted some simple pupils as they don't go overboard with detail in Dishonored II.
Enrichment time consists of painting in anime sparkles.
I followed the usual sub-dermal texturing process for the skin, taking some creative liberties to accommodate for her alien biology. For example, I used a deep magenta for the underlayer.
I added a darker colour of magenta with a liquid noise map to get some colour variation, increasing its tiling for more subtlety.
Next, I gradually built up the skintone by handpainting for a less uniform, even layer.
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The skin's texture itself consists of a mix of height-filled bumpiness, and more subtle, noisy, glossy areas which I needed to convey properly. I experimented with roughness maps like noises to use the levels to my advantage, removing specularity from certain areas which appears like frogskin. I ended up going with the second option which had more tiling and felt less stylised.
Next, I added a human pores smart material with only the height selected to start conveying the more toadlike, bumpy areas of her skin.
I added a black mask and started painting in the bumpier detail with smooth transitions in major areas like the face, midsection and top surfaces of each limb.
Hue variation was the next goal as she has transitions from pale indigo to teal, which I followed up with teal bumps painted in with splatter brushes.
Finally, I added some makeup!
Dev Log Evaluation:
I'm feeling pretty confident right now given that 90% of the texturing was complete today! I tackled all the scariest parts like the gingham pattern and the transitional frog/toadskin. My final goals for texturing are to add some roughness variation to the latex skirt, make the hair match the skin better, and touch up small areas like the claws. Next, I'll polish any areas to add a more Dishonored II flair and get Will's approval to move onto the posing/presenting stage!
In the next session, Will suggested using height to add extra wrinkles in the face and clothing for final details and showed me an addition of granular detail using anchor points and global intensity for an increase of contrast in the face's T-zone.
As I'd finished the texturing, it was time to move onto the stage of posing the character. I uploaded the low polys to Mixamo where I selected a feminine pose that exhibited her lethargic personality. It looked good initally, but a little wonky on closer inspection as the hand didn't reach the waist and it wrinkled the wrist too much in its bending. While I did try to manually fix this in Unreal Engine using the skeleton editor, it didn't entirely rectify the issue. I moved the hand to the wrist but the odd bending still occurred.
I did end up finding a solution in having the topside of her wrist resting on the waist rather than the palms which fixed the bending, along with tilting her head up and away to show her lack of acknowledgement towards us.
Evidence of the cinching at the wrist being fixed with the change of posing, along with the great VAL lineup showing the editing of poses.
With posing complete, I started on setting up the lighting.
The typical 3-point lighting setup was the goal here, with a subtly warm glow on the key light, a cooler complemented light for the rim and a neutral one for the fill. I just wish I'd gone for a more obviously cool look on the rim!!! I also added a brown tone akin to the leather clothing accents for the background.
Full Body:
Closeups:
This was such a fun final project to conclude 2nd year and I had an awesome time going through it. The concept overall felt really strong as your enjoyment is entirely based on the development you've done in block 3 for your concept - if you were well prepared you could jump in easily with clarity. If you liked your concept, you'd enjoy bringing it to fruition!
I feel as though I've made good use of all the skills I built for Zbrush, including the use of Zmodeller and building up forms with ZRemesh. I also delved into ZSpheres which I hadn't previously used, entirely building the body's foundation with it! Another thing I'm proud of is my adaptation to my self-critique from last block where I acknowledged how I let my workflow slow to a crawl because I was ahead which caused some time crunch in the later stages. I made sure to stay ontop of my pace this time which kept me at a good spot each week, meaning I had suffiicent time to complete each stage with thorough quality checks throughout!
No stage felt necessary neglected or rushed. I was rather afraid to tackle the frog/toadlike skin and all its bumpy glory, as I knew to use height to achieve it but I worried it would look sloppy. However, the combination of human pore smart materials, noise maps attached to roughness, and textured speckle brushes used with height, lead to a strong and detailed result! I also felt I better captured the appearance of the Dishonored style with the exaggerated but realistic appearance of anatomy thanks to her obvious alien biology, and with the realistic nature of the textures that demonstrate granular detail and decent grime, which felt necessary with our dingy bar setting anyway.
While I said that no stage felt rushed or neglected, I do feel as though I could've done more in the Unreal stage in retrospect. I had diligent time left but I think I was just ready to wrap up and head home so I didn't go crazy - I stuck to the 3-point setup which does work, but I could've added a stronger cool tone to the rim light to match the presentation of Dishonored characters and the teal glow seen in V.A.L. herself. I also should've inquired with Will about subsurface profiles; it's something I can do comfortably with regular human skintones but I don't even know how I'd apply it for an alien?? I suppose it'd be similar to the subdermal stage of skin texturing as I employed a cold magenta so I'd likely use the same process but swap the deeper orange for that magenta.
To wrap up, I had a super fun time bringing this eccentric character to life and I'm so excited to enter 3rd year and do more crazy character stuff. Wahoooo!!
(bonus gadget shot)