Student game project - Game Art
Hey people !
I know I haven't posted anything in quite some time but I've been busy with miscellaneous stuff. I got a few things I would like feedbacks on. Mainly models I have been working on for a student video game project on UDK. I will keep posting them on this thread on a regular basis.
Thank you !
Hey !
Glad you like it. The awkwardness of the pose around the legs area might be due to my trying to push the natural look of the pose a little too far. I may have pushed the abdomen too far forward to convey directional force in the body and relaxation. The over-specific cloths folds in this area may also distort the silhouette a bit and strenghen this unwanted effect. Thank god it's not as awkward now since it is rigged and animated.
I have almost completed the sculpt/polypaint stage on another another NPC for the game. Here's a quick Zbrush screengrab. (I have used the same basemesh as for the first character. If the problems areas are still showing, I'll rework the basemesh itself for future sculpts)
Thank you ! ^^
Hey, pretty cool sculpt!
There's a few things that's bugging me though:
The first thing is the area of the pants right down by the boot. The folds there look kinda weird. On his right leg the fold just kind seems out of place and unnatural, and on the left leg it kinda looks like there's a strange bend in his bone, at least from this angle.
The second thing is his hands, they look like they need some work.
Hope some of that feedback is helpful.
Good stuff, keep it coming!
-CC
Hey ! Yes this is all pretty helpful 
For the folds by the boot on the right leg, I may have pushed them too far forward again, making them look kinda weird. Maybe a little move brush will fix it. As for the other leg, I have double checked it, and it does look a little bent from this angle. Nothing shocking from the front view, though, so it's fine. I can actually fix these things on the low poly afterwards, after the maps are baked, tweaking the vertices with UV preservation turned on.
As for the hands, they are pretty much the sames as the ones on the previous character. I haven't even started detailing them 
Glad you like it overall :)
Hey !
A little update on this character. Here's the rigged lowpoly version with its maps, rendered in Marmoset engine :

Hey! Things look good so far. The BDU texture on the soldier looks a bit blurry maby increase the UV space for it or bump up the UV resulition to 2048 or so. Other than that doing good for a one man UDK job. Im working on a SKyrim mod team and it seems like im the only one haha.
Hey, glad you like it overall 
The soldier already has a 2048*2048 texture, including head, armor plates and clothing. The unwanted blurry effect on the camo pattern may come from the fact that it was polypainted using ZApplink, not overlayed on the Uvs. Maybe creasing the edges in these parts of the texture in photoshop will help a little. Thanks for the comment 
dang man I like your stuff here ezpecially the texture work on your android looking dude. I like your soldier too! As far as any polypaint blurring, have you seperated portions of your mesh into itemized subtools? You can really pushy the resolution of you model and get more fine detail paintjobs ( not that I think anyone will notice during gameplay
)
BTW I love the skull you have on his chestplate however I dont know how many other ppl are going to see it for what it is or just think its more "scratch detail"
P.S. your gonna make me go back to next gen arent you!? 
Hey 
Yes the various parts were separate subtools to begin with. I polypainted them separately. I had more than decent amount of resolution on the clothes subtool, but for some reason it ended up a little blurry. I blame ZApplink ^^ That's fine though. I can still fix that.
Make you go back to nextgen? Hell no ^^ Keep the cartoony look for your own project. It looks good this way :)
Hey, a little update on the last guy. I tweaked the diffuse map a little bit. It seems the pixel camouflage was too noisy and messy. It made the sculpted drapery on the normal map hardly noticeable. Therefore I desaturated the whole clothing part, decreased the contrast and added a little tinted ambient occlusion on a multiply layer to make these pop out a little more. I didn't like the idea of my diffuse map overthrowing my normal map. It looks a little better this way. More unified overall. Pixel camo is nice but it should not mute the large/medium normal map details.











Hey, this looks pretty cool. I really like the texture work on the walkway there.
Was also wondering if the awkward pose of the character is intentional? There just seems to be a strange bend in the knees and hip area, that causes kind of a strange posture. Which sort of fits the character as he appears to be slightly... strange.
Looking forward to seeing more!