Monday, July 29, 2024

Star Wars Team | Final Sprint

Final video:

 Final Textures in UE5:

Final Textures in Substance Painter:

Final Wireframe in Maya • 18,864 tris:

Final UV:

Final ZBrush sculpt:

• 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.

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