This past week, I have been trying to finish up Zhul'Thun in time for my final review (thesis). I managed to finish up the retopology, UV him into 2 2k maps, and I am in the middle of texturing him. Here's the progress: Retopo: 43,860 Tris UV: 2 x 2048 maps Texturing: Diffuse WIP - 3D Coat screen shot, Flat light
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This week, I continued working on Zhul'Thun's sculpt, and am currently in the middle of retopologizing him. Sculpting: There was a lot of back and forth with him, especially in terms of redoing the back branches, as well as the foot design. Based on quite a few critiques, I decided to change his foot from hoof-like to more of a human foot to mach his hands. I'm pretty happy with how the back branches turned out. This is the result: Retopo: I started retopoing since Wednesday, and while I'mn able to use some pieces from the old low poly, a lot of it had to be redone. It's still been a lot of work. I still have to finish up the rest of the hand, the back branches, the feet, and a few missing spots in scattered places. I'm hoping to finish this before the end of the day tomorrow. Ideally, I'd like to start texturing by tomorrow night. Here's the progress on my Retopo: In terms of school, I'm waiting to hear if any of my pieces made it into Spring Show. *Fingers Crossed*!
And even more importantly, it's less than 2 weeks before my Thesis Presentation. I'm rushing to finish, but I think I'll complete in time. I'm hoping to finish Zhul'Thun's texture by Monday the 4th, so I can prepare my presentation for the last couple days. I've been chipping away at both Karnys (Texturing) and Zhul'Thun (resculpting) for the past week. For Karnys, a friend/classmate gave me some critiques, so I changed a few colors, the pose, and some material choices. I still need to add some small accents (Small knives in his bandolier, metal accents on his belt), tighten up some existing textures (Metal accents on his boot), and maybe a few other things. I also have been working on re-sculpting Zhul'Thun - I managed to change his hands from 5-fingers to 3-fingers, simplified some of the details so that there are areas of rest (Legs, chest, arms, back, feet). I still need to add a lot of asymmetry, and clean up some of the branches.
I finished these two pieces this weekend!! I'm really happy with how Leera turned out, but I might have to work with Karnys a little more. I think his pose created some problems, so I'm going to try and rework his pose. I've been working on these two a lot this weekend to have ready for my school's Spring Show deadline. Tomorrow I'll be working on Zhul'Thun's sculpt as my last submission.
I have been working on Karnys for the past couple weeks, and have about 80% complete in terms of texturing. I was fortunate enough to get a bunch of paint overs from Josh Singh (woo!), and I will have to do a few things to improve this piece: - Gradient from top to bottom to add more focus on his face/upper body. - Warmer colors on his body parts. - Lighter shadows in his cloth folds - Simplified folds I also did some changes to Leera. She still needs slight changes to lighting, but she's almost done. I'm hoping to have him finished up very soon (perhaps tomorrow night...), so I can move onto Leera's weapon, as well as Zhul'Thun's re-sculpt based on another paint over from Josh. Admittedly, I have quite a bit of stuff to re-sculpt/rework on Zhul'Thun, but I think I have better direction this time around.
My timeline is extremely tight since I'm still doing redesigning and because my internship is eating up 3 days of my week, but we'll see how it goes! This week I worked on the Normal and AO Maps for Karnys. Neither of them came out perfectly, so I had to do some tweaking to certain pieces that didn't bake out correctly. This is what I ended up with: I may have to edit a few more pieces down the line, but I decided to move forward and start the diffuse in 3D coat. So far I only have the blocked in colors, but will be moving to the details later in the week.
Since it's spring break this week, I'm HOPING to get the texture pretty much complete by next Sunday. It will be a challenge since I'm still going to my internship, but I'll need to keep moving if I hope to get Zhul'Thun and the weapons completed in time... (eek!) Tah-dah!
This last week was a little unproductive, purely for the fact that I was working GDC day in and day out. (It was GREAT, for the record) What I did manage to get done was Leera's hair (diffuse with alpha), as well as the spec map. I decided that I would stop there, for now, since that's all I originally pitched for midpoint review. I've been also wanting to do a gloss map, but that will be an addition, if I have enough time, to do at the very end. Tomorrow, I will continue Leera's rig, as well as begin the diffuse for Karnys! Here with another update Unfortunately, Leera's painting has been going much slower than anticipated. On top of being busy with my new internship, I had some struggles understanding what to do about PBR, and thus became timid and scared to add too much lighting information on her albedo. As a result, her albedo was looking extremely lackluster. After consulting a friend/classmate of mine, I've just decided to paint her as though I'm making a typical diffuse map using legacy rendering. Whether I decide to do PBR or legacy, we'll see down the line. But already, I'm much happier with my texture. Here's what I have. *This is with no normal map, and no lighting* What is shown is only diffuse and AO: I have a decent amount completed, but I still need to do a few things: All of her shoulder pads, her hood, some some gold accents, part of her left bracer, most of her skin, her gloves, and her quiver.
I'm hoping to get the albedo completed by tomorrow morning/afternoon, and the rest of her maps (specular and gloss) completed by tomorrow evening before my GDC CA meeting. Additionally, I have been working on her rig during work, but have no screen shots to show. It's still in the beginning, but I have the base skeleton done. During this week, I managed to get the AO baked out, as well as the blocked in color (plus VERY minor details). To be honest, it wasn't that much, but I had a few exciting things happen this week that I've been preparing for. I am trying to shoot for a pretty ambitious goal of getting my Albedo, Metalness/Specular, and Roughness/Gloss maps all completed this weekend. That way, Leera will be pretty much complete, not including rigging and posing, and I'd be able to move onto her weapons. I want all these pieces completed and presentable by GDC (March 1st), so time is short. This is what I have: This picture ^ is simply flat color on the albedo, but the normal and AO maps are putting in great work.
When the albedo and the metalness/spec maps are complete, I think it'll start looking really good. Hopefully I'll be able to do an update in a couple days! This week, I decided to change the UVs for both of my characters, thanks to a friend and classmate (Soyong!). She's been helping a lot during this process, since she's already done a character using PBR. She suggested that I use 2 maps and try to split them up by material. She also pointed out that I wasn't utilizing my UV space well. So here is the end result: Leera: Karnys: I also managed to get Leera's Normal Maps done. It was a bit tedious since I had to take each little piece and transfer their maps individually. I used Maya to create the maps, and used Photoshop to compile them piece-by-piece and also to hand-edit any maps that didn't bake correctly. This is the low poly with normal maps applied: And these are the maps: Next up, I will have to create the Ambient Occlusion map. Thanks to Soyong's advice, I know that I'll be attempting to use XNormal to make this map. This might take a while, since I had some orientation issues with my high poly in comparison to my low poly (I'll basically have to hand place each high poly piece, again, to be able to bake the map).
Once the AO is finished, then I'll be able to move onto the Albedo map! The Normal map and the AO map will help me pull information I need to help make my Albedo. I think I'll be working in 3D Coat for this step, since I'm somewhat familiar with the program. |
Kat Yu's BlogThis is a blog that I mainly use to record the work I do for AAU, but I'm sure I will be uploading some personal stuff, as well. Archives
December 2021
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