I have started a sketchbook on the UT forums here, it's a good place to show the progress and get feedback for creating items for use in UT.
For this post I'll display my work process overview for this cosmetic item, from design to full in-game implementation.
To start I draw some pics in a note book to start getting ideas, while searching the internet for inspiration on places like Pinterest and Google images - Throwing the images I like into a folder for later use.
Next is the design process, I start with doodles and develop ideas I like
Photoshop is a really efficient way to draw and post images digitally. |
It's kind of a waste of time returning to the drawing board or getting refined images as I'm working alone, and don't need to translate my thoughts for others. Also I want a cool 3D model and not a cool concept piece.
I get the base mesh looking cool and make sure it is optimised well for in-game. Trimming triangles off and looking at the "Readability" for the game type, which is an FPS
The unwrapping is very important, and I ensured there is plenty of space for the prime primary parts |
The baking process is very important, and for flexibility I have strayed away from doing all the detailing via sculpting in Zbrush. Through Substance you can be more flexible and don't waste time "noodling" with little details that you won't really see in game any way.
For this you still need a decent high-poly model to bake all the information needed to texture.
For my basic high poly model I used sub-division modelling in 3DS Max with modifier stacks. Although I will be using one material in engine I used multiple ones here to create a material map. |
I will be spending more time to hand paint details on and add grime and the like. |
With the created helmet I have a lot of leeway to alter the appearance. This can be done in my 3D application (3DS Max) by re-arranging parts/elements into different configurations. I can also tweak the shaders in my game engine (UE4) to create different looks through the textures.
For my next cosmetic item I will concentrate on creating inner-details and small forms to push the "next-gen" look further. Personally I think this is probably not essential for a fast paced first-person arena shooter, but it what everyone likes and should fit the game's style better. Just by adding small panels, bolts, tubes and the like. You will only truly get to see this on the character selection screen as in game it will zip past you or be seen from a distance before someone is blown-up.
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