Discussing Gameplay I found my teammate —- Zhenhe Wu and shared some initial ideas with him. Based on personal interests, I’m keen on creating a board game that can be realised in VR.
DIE
In this week, we took a group meeting and we made a brainstorm, in this meeting we build a series of concepts and ideas.
Firstly, I use Zmolder to make a hole as a iris, I delated the meshes in the middle and then extured all the polygons. Now I can easily to use brush to sculpte the details.
After finishing the details, I painted color on eyeball so that i can see how the eye would be looks like.
Baking in Substance Painter
I created another outer layer for the eyeball, larger to simulate the texture of the eye glass. The I edit low poly’s UV in Maya for baking and texturing.
Import it into Marmoset Toolbag4 for rander ( also it was a test )
But that looks not good, I think I must miss something important and then I learned that i missed a map called parallax map, and I should not make a hole in the middle, sp I decided to make another one.
Sculpting in ZBrush
The same, use mask brushs to create the texture of eyeballs.
Texturing
Making Parallax Map
This map is very easy to make, i just need to import basecolor map into Photoshop and create a new layer with black sphere in the area of iris, then blur it, so I can get a nice parallax map.
Basically, In the process of my painting materials, I basically adhere to the basic colour – colour change – material details – surface wear – edge damage – dirty stains in this order, according to this way of thinking to make the material tends to be more realistic and detailed.
gemstones
First I added a base colour to the stone, then I used a different colour to create its texture, as we all know, gemstones are translucent, so it can’t just be a simple shade of green, which would inevitably look a bit monotonous and illogical. So I added two generators with a gradient effect and gave them a darker and a brighter colour, after which I added a layer to simulate the texture of the gemstone.
At this point the material had taken on the effect of a partial gem, but it wasn’t quite enough, so I adjusted its mask to make the edges more centred, and then created height for it, thus completing the jewel.
For faster speed, I tried Zremesher my model as topology, and I think that should be fine with eveything I have done. I use zrmesherguid brush to draw a guid line and sperated the model into red and blue to make suer I will not lose structure and the mesh can be distributed correctly after zremesher.
TestingBaking in Substance Painter
Then I import it into Substance Painter and auto unwrap the UV for baking, but unfortunelt, even I used guid line and different color to guid zremesher but there was still lots of issues that cant be ignored. such ad the twisty edge and wrong structure, what is more, the meshes after zremesher was not good for UV editing.
Anyway, Zremeher is a good way to retopology but not for me.
Retopology in Topogun
For a better intergrating degree of my high poly and low poly, I decied to retopology manully in Topogun. It is quite easy and more convenient than Maya.
Edit UV in Maya
After retopology, I import the mesh into Maya for editing UV then do the test again in Substance Painter.
Testing in Substance Painter.
As I wish, the outline of low poly and high poly matched very well and the baking was nice, no twistiog, no wrong structure and no AO mistakes.
Even the ups and downs on the surface matched very well.
It is time to build differents of the belt, I use Maya to build a basic shape of the Taotie and then import into Zbrush for further sculpturing.
Finally I got a very nice outcome.
And I was considering about the project I made in year2, in that project I built a big mecha and even I got a A+ in that project but I think there are lots of points I can do better such as the the edges of the mech are not hardenough for a hardsurface, so I realyy want to make hardedge hard enough in this project.
For this puporse, I use Maya to make sure the meshes are perfect and then extured it in zbrush so I can get a hard and clear edge.
Cloud armour
The same way, block out in Maya and sculpturing in Zbrush for clear shape and edge.
Armour Pieces
For those complex pieces, I used a function called nanomesh in Zbrush, first of all, I need to build a average mesh to make sure regularities of distribution then use the brush in Zbrush to draw on this mesh. So I can get a regular distribution of pieces. ( Based on the mesh I made.)
First of all, I drag a very basic shape of the shoulder armour, I make it I made it extend a bit down to the chest, so that the chest area doesn’t look so spacey.
based on that shape, I do a topology in maya in order to get a nice hardsurface shape.
use Zmodeler to edit mesh
but I didnt do polygroups in Zbrush which makes that shape looks not like hardsurface but like clay. Unfortunatly, I didnt notice this big problem just kept working on the ornimental sculpturing.
Finished shoulder armourAfter finishing the this part of sculpturing, I sent the screenshots to Luca for feedback, and just like Luca said, most of the details or quite chunky, it needs redesign, what is more, I need to focus on the edge including hard shape of the edge and the subvert also need to be considered. For a better looking, I decided to rebuild this armour.
This time, I use mask brush to do polygroups, fold it and zremesh it by polygroups, so I got a very nice hardsurface shape.
As what I always did, I block out in maya and then import that OJB file into Zbrush to edit meshes.
ShoesDeatils
Use mash brush to edit details on shoes.Details finished.
After finishing the details, I tried to move the shoes to where they should be, then I did a little bit change on the pucker of that long dress to fit the shoes.
Crown
Block out in MayaZbrushThis is the final finished crown.
So, for making sure that the whole feeling of my character would be correct I move everything that I have built to the right position, and he looks not bad. Honestly, I have been happy with this.