In-game mesh nearly completed and ready to rig and skin before handing it over for animation. Just the basics: walk, run, jump and idle for now which is enough to have it working within the Unity demo level.
The roughing out stage is nearly done so now comes all the fun detailing. I'm using a new medium called Monster Clay .... warming it in a home made clay oven which is a wooden box lined with aluminium foil with a 60 watt light bulb inside.
Lots of fun using traditional techniques, although the absence of an 'Undo' button can be cause for the use of some colourful expletives at times lol. I can highly recommend Monster Clay as it's not sticky like some mediums and is soft at warm room temperature ( but its not cheap )
Hrmmm I should have made a comment about this piece. Work for a personal project comprising of a number of Warhammer styled characters which won't have that 'Toy' look to them. Still at the blocking out/design stage but hope to get everything ready for the high detail sculpting once my current contract work gears down over the Christmas break and I can afford to devote more time to it (them).
Continuing with my clay sculpting direction(s) I decided to produce this character in the real world in clay, it should stand about 12 inches tall which is about 1/6th scale.
A recent Art Test I was asked to undertake: I had some fun with this producing the facial expressions by exporting the Zbrush mesh into Maya and rigging/posing it then importing back into Zbrush for tweaking and rendering. (Polypaint used for textures)
Duration two weeks: Buildings, Cannons, Galleon, Characters and Environment assets. This was an intense work load but lots of fun to complete.
I used Unity to build the prototype: The Galleon has working cannons which fire at the islands buildings and can also be sailed around the map. The sea fort cannons fire back at the Galleon. Very reminiscent of the video game 'Overboard'.
A few of the presentation slides showing buildings in a forced isometric view (as requested)
A couple of new personal projects feeding my 40K obsessions. Mocking these up in Maya first and avoiding that whole 'toy' feel thus leaning more towards the realistic. Happy with the base polygon count so far and the overall shapes, UV sets also completed which leaves some minor 'tweaks' and then export them over to Zbrush for sculpting and probably more amends.
WIP progress on textures and I can now see the light at the end of the tunnel with these characters. Think I'll leave them alone for a short while and return to do the final tweaks, the females skin normal map is missing hence the' plastic looking' skin shader. But overall happy with the outcome of these two.
It's going to be a hard task making a women dressed in bike leathers look 'sexy' and not like a bag of potatoes. But I accept that challenge as what's the point in doing all 'this' if it's going to be easy.
Final In Game mesh and textures, although still not happy with the hair!?!
Generic Military props, not much to say about these 'name on the tin and all that ...'
Although Applying the surface effects like fabric can be a bit hit and miss in Zbrush both methods of mapping either UV or object producing areas of weird coverage on occasions. But still a damn sight quicker and accurate then trying to paint them on by hand with an alpha map.
Final male PMC head sculpt, a few odd tweaks still to sculpt but basically complete now.
WIP for this PMC but liking the results so far.
One almost down (nearly) and four more to go. I'm still old fashioned and like to mock up my characters in Maya first, then I can see if the in game mesh will work or not in game before going onto the long process of sculpting in Zbrush.