• For this project my portfolio focus was on creating a full character, including skinning and rigging.
• Intended to match our stylistic goal of producing a realistic Star Wars scene.
• Character was intended to be optimized to hit our performance goal, including being replicated many times throughout the scene.
• Process included establishing the pipeline in its entirety before going back and honing the final results.
- I made a fully working proxy including a high-to-low bake with loose textures and fairly complete weight skinning in order to give Paige our animator the tools she needed to get her work done.
-This also ensured a minimum delivery of the project if something bad were to happen.
-Having the space to work comfortably allowed for the creation of much improved results.
• For the sculpt I started with the base male figure available in ZBrush fitted to the Gas Mask character skeleton from Mixamo. We used this skelton, which me modified, for the entire project.
• Used Marvelous Designer to create the base sculpts for the pants and elbow sections, which were then refined in ZBrush.
• All Hard Surface modelling of the armor was done entirely in ZBrush.
• Tip/Trick: for the trooper's dirt I filled the entire mask and then wiped it away bit by bit with varying opacity's and brushes.
• Lesson learned: for the final pass on the Game Res mesh I broke it up into sections rather than keep it as one continuous mesh, this allowed for easier and better skinning results.