Game ready Ice beast
For this project, I wanted to make a creature as if it would be integrated to Monster Hunter World : Iceborn. It had to match the icy theme, the Monster Hunter artistic direction and be as optimized as possible. Original design, less than 15k polys (quad), 3 UV map (4k, 2K and 512), fully rigged
Fot this project I focused on making a game ready creature, as optimized as possible, but still detailed enought to fit in the online multi-player world of Monster Hunter World. I also used the new extention Ice Born as inspiration and went for an icy creature.
I also thought about what kind of armor the hunters could create with the monster's part, the main focus beig on the cristal and the white fur. I didn't finf the time to make the character, but I keep it for a later project.
This is the final concept used to sculpt the High poly on Zbrush (I may have clean it for the sake of posting it online, I'm used to working with my messy sketches). The posing might not be very elegant, but I judged it necessary to help the rigging part, having a T-pose on character and creature lessen the risk of stretched geometry and texture when animating extreme poses. I also do not wish to become a concept artist, I enjoy creating creatures and character but I do not master nor enjoy 2D art.
I made the cristal parts in differents subtool to export them separately for the bake. I also created high poly templates of the cristals to have as little textures as possible. I placed the cristals on the body later, and did the same with the claws, duplicating them for the left and back claws. For the texture on the body, I used diferrent layers : Leather, growing cristal, fur, and lastly the details such as scars.
-6282 polys for the body, eyes, eyelids and tongue
-7758 polys for the fangs, claws and other various cristals parts
-924 polys for the fur planes
Giving me a total of 14964 polys !! ( 27287 tris )
The texturing was made on Substance Painter. I do not wish to become a texture artist, but I know the basics. I used 2 differents material on the body and another one for the fur. The body parts was separated based on their material (cristalic or not) but also on their proximity, to avoid problems with the baking process, and size, to optimize the maps. I created a smart material for the cristals to be sure to have the same settings on both materials for every cristalic part. The number and type of maps differ depending on the realtime software used, but the texture gives a sufficient result with 3 maps : Base color, Normal and Metallic-Roughness (color, normal and opacity for the fur)
It was my first time creating fur, and I couldn't find any tutorial for real time fur, using planes. I had to improvize, making various back and forth between maya, Substance and Unity to test the texture and the number of planes. The result isn't very satisfying, but it still gives a pretty good idea of what it could be.
The last step was to give life to my creature! I rigged and animated in Maya. I never made a quadruped rig and had to improvize by mixing what I learned at school about Biped rigging and what I could find in tutorial (not much). But I had the advantage of doing it for myself, without the constraints of doing something as simple and intuitive as possible for an animator with his own habits. It was a lot of challenge, but also a lot of fun! I'm eager to learn more about rigging as I wish to become a rigger : you give life a first time to a concept when you make it 3D, but the rig is the final (and very difficult) step to see it completely come to life !
The final render were done in Marmoset (previous render of the high poly were done directly in Zbrush)
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