According to my friend Brianna Weaver, I need to up my blog post game. So get ready for this, America, we're goin in weekly!
So, with the release of Zbrush 4R7 I've been pretty throttled with learning new tools, as well as taking an awesome mentorship from Anthony jones over at RobotPencil. I've been trying to up my 2D game, but it wasn't working, and interfered with my thesis progress greatly, so I switched back to 3D paintovers thanks to the lovely Keyshot Bridge.
So, with these new tools, I was no longer limited to what Zbrush had, and the infinite issues Maya for Mac has, I couldn't move forward with Ailus anymore. The design was pretty stagnant, and I could do so much more with the new tools, so in a sense I executed her and moved on to something newer and hopefully more exciting. I'll update on her next week when I get her up to speed of where the last design was.
So, moving on. Garret actually is going through a major overhaul as well. I don't have time to restart both my human characters, despite my wishes, but I am now pushing the engineer idea a little further, and I am really searching for a cool cloak design. I still have the awkward area between his torso and feet that I need to fill with something. I've also decided to add some 'pack mule' features to baby Lucy to make her seem more domesticated. I also gave her some polypainting, and updated her other maps to the PBR system. Since UE4 doesn't have the greatest subsurface model yet, I'm still deciding whether or not to add that in. Right now she's just a regular material that's not skin. Also, thanks to 4R7 she's currently 120 million polys!
Seen below is the current idea for Garrett, he's pretty close to being completed, I just need to find that wow factor. His assets all have optimized low res, and most of his parts are UV'd. This is a Keyshot render, but it looks exactly the same in Marmoset, and still a bit funky in Unreal.
So, with the release of Zbrush 4R7 I've been pretty throttled with learning new tools, as well as taking an awesome mentorship from Anthony jones over at RobotPencil. I've been trying to up my 2D game, but it wasn't working, and interfered with my thesis progress greatly, so I switched back to 3D paintovers thanks to the lovely Keyshot Bridge.
So, with these new tools, I was no longer limited to what Zbrush had, and the infinite issues Maya for Mac has, I couldn't move forward with Ailus anymore. The design was pretty stagnant, and I could do so much more with the new tools, so in a sense I executed her and moved on to something newer and hopefully more exciting. I'll update on her next week when I get her up to speed of where the last design was.
So, moving on. Garret actually is going through a major overhaul as well. I don't have time to restart both my human characters, despite my wishes, but I am now pushing the engineer idea a little further, and I am really searching for a cool cloak design. I still have the awkward area between his torso and feet that I need to fill with something. I've also decided to add some 'pack mule' features to baby Lucy to make her seem more domesticated. I also gave her some polypainting, and updated her other maps to the PBR system. Since UE4 doesn't have the greatest subsurface model yet, I'm still deciding whether or not to add that in. Right now she's just a regular material that's not skin. Also, thanks to 4R7 she's currently 120 million polys!
Seen below is the current idea for Garrett, he's pretty close to being completed, I just need to find that wow factor. His assets all have optimized low res, and most of his parts are UV'd. This is a Keyshot render, but it looks exactly the same in Marmoset, and still a bit funky in Unreal.
Okay, I also ran some tests on the dinos that are less than done. For the rex, I just have to retopologize the horns (which takes a bit) and then UV. I got the go ahead to run the other one in just Keyshot, so that's the plan. As for the Raptor, I still have to do the feathers...ugh.
Aside from thesis, I've been training myself with studies as described by Anthony Jones, and it's really helping. Trying not to be too overwhelmed with how much information is out there. I designed this character in a day, start to finish was about 4 hours
I'm also starting a PBR library from a collection of my own photos