The texturing for Zmeu was the most tedious out of all of them. I used fill layers and masks as much as possible to give the scales some depth, but since the scale texture was mostly flat even in Zbrush, the shadows that I could create using the Curvature and Ambient Occlusion maps were limited.
Game On: Art
Thursday, 11 May 2023
Major Project - "Gold": Texturing The Zmeu
Major Project - "Gold": The Zmeu Final
The Zmeu was the easiest one to finalize. I didn't encounter any errors while getting him into Unreal Engine. I used Mixamo in order to rig and skin him and give him a pose. There were some things I had to fix on the Mixamo skin, the biggest one being the tail, but otherwise it was mostly small things that were fixed quickly and easily.
I used the 3 point lighting system on this one too, this time opting for a redder background, as well as orangey light to fit with it.
Major Project - "Gold": The Zmeu Retopology and Unwrap
Major Project - "Gold": Sculpting the Zmeu
As a base for the Zmeu, I used a male body I sculpted a while back and modified the proportions in order to make it bigger and more muscular: I widened the shoulders and made the arms thicker. I also curved the legs in somewhat like how lion's back legs are and how most dragon's hind legs are depicted in artworks. I also gave him a slightly exaggerated S curved posture, since lizards' chests tend to push forward more.
Major Project - "Gold": Saint Friday Final
Before getting the character into Unreal Engine, I used Mixamo to pose it. Since the pose wasn't too extreme this time, it didn't take that long to fix the Skinning issues. I also moved her hands inward a bit, as they stood awkwardly beside her body before. I brought the backpack in last, and weight painted it to one of the spine bones so it would move together with the animation.
When finishing up the project, Saint Friday was the one who caused most trouble. As I put the textures on, they didn't match with the model. Turned out, my 3ds Max file somehow lost some of the recent versions and reversed to the one where the UVs were different. However I tried to think of an easier solution, nothing came to mind. Therefore, I had to bring this new low poly mesh into Substance Painter, bake it again, paint over the baking errors once more, then get it into Mixamo and fix the rigging and skinning.
The trouble was worth though, as this is the final result:
Major Project - "Gold": Saint Friday Texturing
Major Project - "Gold": Texturing The Zmeu
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