Saturday 25 February 2017

Realistic Character Experiment - Map Bakes and Clean up

Baked down everything from the highpoly onto the lowpoly now. It took about 10 hours to get all of it baked because of the large amounts of pieces and then 2 hours to clean up and merge each texture set together. Everything is ready now for going into substance painter.



Realistic Character Experiment - Finished Low Poly

Low Poly is finished, she ended up at 65,922 polygons. For a main character I don't see this as going over the top with poly counts (Anything up to 100k was my aim) as I was more concerned about getting something more realistic than constraining myself to a really low poly mesh.

 The models are colour coded to show which UV set they belong to.



Wireframe Version

Realistic Character Experiment - Final Highpoly Renders (Posed)

The high poly is fully finished now and I'm really happy with how it has turned out. For this render I decided to try using the transposing tools in zbrush to move the character into a more interesting pose than just a standard A pose. It worked really well, there was a little cleanup to do on joints etc but that is to be expected. In the keyshot renders I used a variety of materials this time as well, so that the pieces have some contrasting shades which makes for a more interesting render.

This part of the process was definitely the longest part of the character. In the end she totaled about 80 hours but I could have reduced this easily if I didn't decide to add lots of extra detail to the weapons, but that type of detail really pushes the look of the character so it was worth the extra time.





Sunday 19 February 2017

Realistic Character Experiment - Equipment HighPoly

Finished all the high polys for the equipment now. These 4 pieces took a lot of time to do, however it was worth it to add some detailed designs to each of the pieces. The 3 metallic pieces all share dragon motifs to imply that they were all created by the same blacksmith.


Friday 17 February 2017

Realistic Character Experiment - High Poly Continued

Underclothing is done now, I'm quite happy with how they've came out and the padding on the legs really stands out in the design. Not much left to go now for the body (just shoes and gloves) and the 4 accessories around her belt.


Dead Metal Punks Reception 2

Quick little update on Dead Metal Punks. Yesterday it was shown on the official unreal engine channel in a sizzle reel and is the thumbnail for the video!


Wednesday 15 February 2017

Realistic Character Experiment - High Poly Detailing Part 1 Coat


Got the high poly sculpt done for the main chest pieces now. I spent a lot of time adding extra detailing to the metal sections of the design to make them more interesting. Also etched a lot of detail elsewhere, I believe these details push the story of the character since it looks custom made, so she is either wealthy or found some rare equipment.






Tuesday 14 February 2017

Realistic Character Experiment - Base meshes finished

Swords and gun are finished now and now the whole thing is ready for sculpting and full detailing. I ended up changing the rapier for something more suiting to the theme of the character. It was a nice idea but it was adding western themes to the design, which in itself is not a bad thing but it would require other parts of the design to change to make it consistent.


Gun Close up

Swords Close up

Monday 13 February 2017

Realistic Character Experiment - Body Continued

Pretty much all base meshes for the outfit are in now. Only the sword and gun left to create base meshes for, then onto the sculpting. It has been a fun experience trying to do belts harnesses properly (ensuring they have something to attach to and clip together well) as normally I would make a lowfi belt and then a square buckle where ever there is an edge. It has taken a lot more time though.

A few changes to the characters design: Changed her right hand to have a glove on it to help break symmetry (also I liked it in design 1), removed parts of the breast plate (mainly the tear shape) and finally added a sake bottle to aid her perceived character and homeland.




Thursday 9 February 2017

Realistic Character Experiment - Body and Refined Head


Continued work on the characters head and changed a lot of small things about it, such as making her face slightly slimmer so it's closer to the shape in the concept art. 

Body is based in too, with a little clothing, so I created the base mesh for the coat and pants in maya so I could control the shapes and edges better than in zbrush. The fur is working really well so I'm happy with how its looking, just got to keep adding the rest of the base meshes then detail up.


Wednesday 8 February 2017

Realistic Character Experiment - Bust

Got onto the 3D part of the character now. In the end I decided on going with design 2 with a few minor differences, this was after a discussion with a friend where we both pretty much agreed that it was the most striking of the designs but needs one or two small additions to make it more oriental. 

This is the current sculpt for the head shape. It's a bit rough in places and I think the eye shape could still do with some work but the bone and muscle structures look to be correct. Next on the agenda is to get her body proportions correct and start basing in the clothing, then I will come back and fix the errors and add some smaller skin detailing.


Overall at this point, between the concept art and model I'm using a lot more reference material to get accuracy. Finding suitable references is a little time consuming but makes a lot of sense for creating realism. If I did create a realistic game for my project a lot more time would have to be spent studying preexisting content to make everything believable. 

Friday 3 February 2017

Realistic Character Experiment - Aardwolf Knight Final Costume Ideas

Concepts for the character are done! Now to decide on which one to use as the final design on the 3D model. At the moment I'm really struggling to decide which one to use so I'll get some feedback from people and see which gets chosen the most. Personally I'm really liking the striking yellows on the second design and its very compact area of metal(gives a nice focal point to the design)





Dead Metal Punks Reception


So the demo has been out for 2 weeks now and I found out that it's been written about on quite a few websites and sometime in the last few days has appeared on the spotlight projects on the unreal homepage!

The reception the demo has received is beyond what I expected and people appear to be interested in it. After my break doing this character it will be great going back to the game knowing that it's actually interesting to people other than myself.



External website links:

http://www.dsogaming.com/news/dead-metal-punks-indie-3d-sidescrolling-shooter-in-unreal-engine-4-gets-a-playable-demo/

http://n4g.com/news/2008371/dead-metal-punks-indie-3d-sidescrolling-shooter-in-unreal-engine-4-gets-a-playable-demo

http://www.alphabetagamer.com/dead-metal-punks-alpha-demo/

http://www.fullgames.sk/demo/43222/dead-metal-punks.htm

http://www.ggmania.com/?smsid=dead-metal-punks-demo-42614#.WJPK6BuLTmE

http://www.sector.sk/demo/43222/dead-metal-punks.htm

http://www.gogofreegames.com/dead-metal-punks-alpha-download/

http://www.gry-online.pl/S016.asp?ID=33232

http://www.futurebetagamer.com/dead-metal-punks-prototype-demo-download/

http://www.jetelecharge.com/Jeux/9025.php

http://www.gamepaty.com/dead-metal-punks-demosu-basladi/