Monday, November 18, 2024

Week 13 First Texture Pass





For this week I have officially started the texture pass phase. In this phase after finishing retopology and UVs I'm fully immersed in Substance Painter getting everything together to finish out the Baby.


As you can see I am currently in the process of finishing the texture pass so some of the items have currently not gone through a color phase, the bakes are in place however.



Here is an up close shot of the character, each object took some time to create in substance painter with multiple layers working together to create a cohesive look. Make no mistake each pass took about two hours to get a good lookdev result. And they aren't done. Each however does utilize some powerful techniques in Unreal to make them look a bit more believable.



Here is the wireframe shot in Maya for the Baby Turtle. After some fine tuning from last week he officially sits at 54k tris. With three different material slots. One for Skin, the second for Apparel, and the third for his eyes.


Here is the UV for the body.


Here is the UV for the Apparel and accessories.



And here is the UV for the eyes.



And here is a color pass in Substance Painter, you may notice that the eyes are different. After some iteration I decided to redo the eyes and effectively use the Unreal Eye material since it's so versatile and high quality that I feel it will greatly enhance the project.




And here is the perforce submission.



Monday, November 11, 2024

Week 12 Final Hi Res meshing


For this week, since I already have the high poly sculpt finalized I decided to get a head start in retopology. Currently I am using Topogun 3 for the retopology stage. The body is done and now it's on to the accessories. Currently sitting at 30k tris.


Here is the Hi res, still the same as last week. The only update is adjusting the size of the eyes



Another shot of the decimated Hi res in Unreal 5.


Here is the perforce submission.







Thursday, November 7, 2024

Week 11 Proxy C Stage

 


For this week my tasks were to split the workload of the prop and environment assets between myself and Ali and get them cleaned up as well as have a first pass rough detail for the high poly map info. The example above is my work on the walls which we changed to Greek pillars.


This is the weapon rack that I took and cleaned up and UVed along with giving it some texture information.


Here are examples of the helmet and trident cleaned up with texture information as well.


The pillars that hold the vases have also been redesigned from their original proxy.


I also helped to clean up the torch model that we have graciously borrowed from the Medusa team. I did create the holder to the torch and have material information on there. I did not create the flame particle.


Here is an example of the textures being used for the assets once again split between myself and Ali.


Lastly we have the perforce submission.


And one more perforce submission photo.















Monday, November 4, 2024

Week 11 Interim

 

For this week we are in the interim of the Hi Res detailing of the character. This is the current progress right now this mesh is currently decimated in Unreal and some slight artifacting is happening due to the decimation. The second part of the week will be all about retopology and baking.



Here is a render in Unreal that also shows the back of the turtle I wanted to include some heavy detail for his backside as well and implemented some carving into his turtle shell as well as putting in some nice detailing in the circular object in his headdress/crown.


And here's just a fun angle playing around and seeing if anything can look cool!



Here is a render view of the hi res mesh in zbrush here I have lost detail with the liners of some of the clothing and I will have to figure out some workaround for it.


Here is the polygrouped version of the zbrush render showing the separation of parts and a glimpse of the workflow I have been using.


Here is my reference, not much has changed for this week in terms of reference since I am locking down on the ideas for this character and big reference change is something I am not worried about at this moment.



Here is the perforce submission for this week.






Thursday, October 31, 2024

Week 10 D Stage Hercules

 



For this week I was assigned multiple tasks to help with the VR Project.  The first task was to set a material library for the proxy assets we have and assign them their own color/spec/roughness values.


Here is the library itself.


I also worked further on the hands only making some minor adjustments but I went ahead and UVed the hands and they should be ready to go for a High Poly sculpt pass.


Lastly I reworked the helmet to scale properly and it shouldn't feel to small this go around. I scaled it to the head size of the Manny mesh from Unreal. I also went ahead and cleaned up the model so it has a proper low poly and is also ready for a high poly sculpt pass.



Perforce Submission!


Perforce Submission!




Perforce Submission!













Monday, October 28, 2024

Week 10 Proxy/Proto-meshing

 


This is the official second week for the block out and this week was a focus on some proportional adjustments as well as blocking in the clothing and accessories for the character. I wanted to maintain a cute factor for him and not clutter the design by giving him too many articles of clothing or accessories. I wanted enough to wear a small toddler can feel comfy but also have the character still appear slightly decorative. I do feel that the silhouette reads very well while still maintaining the spirit of the character! 



Here is a shot of the BPR in Zbrush, most of the block out is still being done in Zbrush with the crown being blocked out in Maya and then imported back into Zbrush. Currently keeping the details light so I can play around with the shapes and placement of objects easier.



Here is a polygroup pass, showing the separation of these parts within their own subtools allowing me to easily select shapes and push things around efficiently.



Here's my current reference board, only added a few new things to it, plus my previous render passes to help visualize the progression of the character.



Here is a model reference I have been observing from SketchFab. One of the main references I have been envisioning for this project is the quality level of the Super Mario Bros movie that recently released. The way they do their texture work and quality of the overall models is something I am reaching for. This model is fan made but in my opinion has a good level of topology for Bowser and hits very close to the quality of the actual movie. 


Here is the actual model rendered out fully, as you can see the quality is very very close to the real work from Illumination and Nintendo. 





This is another reference video I wanted to throw in, it's a short talk on how Disney can utilize Zbrush to make compelling character designs. They have some really neat design philosophy and is another quality bar I would like to match with this baby turtle.




Here is my perforce submission as well into the depot!
















Week 13 First Texture Pass

For this week I have officially started the texture pass phase. In this phase after finishing retopology and UVs I'm fully immersed in S...