Dark Knight
The LoD made to be used in game Dark Knight by @근일이
---------DARK KNIGHT---------
The practice focused for the character to be game-ready, as low poly as possible and texturing in high quality.
This project also inspired and aimed to path of exile and dark souls game style.
3D viewer without robe
3D viewer
Finished Detail (topology, maps/texture and realtime render) to be shown above.
Triangles: 12.8k
Vertices: 7k
* Rigging isnt my area of speciality, so I just try to make simple bind and pose him a little bit*
WORKING PROCESS
Gathering references & material
Reference Concept Art by: 근일이
Reference armour & clothes material
Material tribes or motives embeded to leather and armour.
Hi_Poly
After gathering reference, I straightly jump into Hipoly modeling in Zbrush.
The way I tackle the robe by using Marvelous Designer create simple simulation and transfer it to Zbrush and retopology
Low_Poly
Retopology using Maya and Zbrush then using projection technique to create Lowpoly with Hipoly detail before export it to Substance Painter.
MockUp visualization in game (Photoshop)
---------FALLEN SHAMAN---------
Project based on concept art by Maxim Verehin for diablo II.
Marmoset viewer below:
WORKING PROCESS
Gathering references & material
Zbrush were used to sculpt major wrinkle, skin fold and anatomy for the character.
The cloth hanging at staff were created using dynamic simulation in Zbrush.
UDIM
This is my first time exploring hair for game.
Firstly, I create hair cluster using Xgen in Maya (p.1), render it out as hair texture (p.2), after that in maya I model few planes and apply it into "X shape" as much as possible to create volume from every angle (p.3).
Next step, using textures I made in Maya and using photoshop to make another opacity texture and apply it into substance 3D painter (p.4).
Final Render
---------Old Grandfather Clock---------
This asset practice aim to be shabby, old, untouched by any living human for over more than half decade.
WORKING PROCESS
Gathering references & material
Slider:
1. Reference to model
2. Material that I used in the model / maps
3. Overall old Grandfather clock reference
first process is to create as low polycount as I could because it is for props/asset (15K Tris).
The next step is base material applied to make sure it has the correct material , based on my research I use Oak wood material.
After that, I add 2 layer of mould which is light one and heavy mould as it is abandoned in semi open area like a room with broken window/ leaking ceiling that cause rain and dampness.
the last process is final touch as the white mould / fungus even grow over the clock.
Final Render
Thank you for reading until the end :)
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