Friday 12 December 2014

Week 11: Character Duo Post-Mortem

Just before we break up for Christmas our dichotomous character duos are finished and handed in. Just like with the turret project, this blog post will cover the entire process, what worked  and what didn't work.

Concepting

The entire project started with me just thinking of existing duos, and then making a pinterest board out of it. While I was doing this I was also using my notebook to think of ideas of my own duo; this was a mistake but I didn't realize it at the time. By picking a theme and style this slowly began to pigeon-hole my thought process which eventually led me to a potentially stale design.

I had eventually made a choice on the theme and began to design the first character, which was my second mistake. I should have designed both characters together. I struggled with the initial shape generation of this character which is why I jumped straight into sketching heads.


With one character done, I began to think about the second character. I knew I wanted this character to be a larger, protector of the child, yet not combat focused. I was confused on how to go about generating ideas for this character, so I tried what worked with the turret, a bash kit. I grabbed shapes that I liked from the moodboard to get my bash kit going.


It was at this point that I had to present my concepts. I had only one character complete with a small selection of silhouettes for the other character. The end result of the presentation was that the silhouettes are far more interesting than the final character, and while I liked the child soldier, was the idea really pushing myself out of my comfort zone? I decided to scrap the child and restart with the silhouettes.

Post-Presentation #1

I pulled more shapes from the moodboard and just began piecing them together to make interesting shapes. I didn't think about the duo or the theme at this point, I just wanted interesting silhouettes and eventually I had a good selection to chose from; then I paired them up into interesting duos to try and get some good dichotomy going. The silhouette I picked had elements that reminded me of feudal Japan, with a headdress and lanterns so I began researching the theme on pinterest while trying to push the idea within the silhouette.


I picked the duo I liked the most, which was an older, larger guardian figure and a younger girl, who clearly travel together. With a couple picked I pushed forward with the design process until I had orthographics.


Modelling

As we only had to model one character I chose the big guy as he seemed a lot more interesting with his huge backpack. I decided to go for a 8,000 tri-limit, which was larger than we're used to but not completely insane. It felt like a comfortable size. I modeled it with Z-Brush in mind, learning from my mistakes on the turret but this also tripped me up, as I found out later, I didn't focus on the overall model enough, my mind was to focused on the sculpting.


Base model complete I took it into Z-Brush and began sculpting. This time I actually had fun with Z-Brush, as I wasn't learning it for the first time. There's still plenty to learn but I got stuff done! I then baked it all out, added the extra arm and the other lanterns and then dropped it into UE4. I still needed to the pose character but I was getting ready to begin texturing.


I had to do another presentation for critique at this stage, and unfortunately things didn't quite go to plan, which is something you don't want to happen with only a week left. The overall critique was that my model didn't capture the likeness of my concept. While my concept Big Guy had a caring look, the model looked quite creepy and his overall igloo shape was lost. I agreed mostly but I just wish I could have been told earlier.

Post-Presentation #2

I decided to remake the model low-poly. I am still unsure if this was a good idea but I did manage to model and texture both characters and hopefully their quality is still to standard. Both characters come to only 2,600 tris which is a significant drop from 8,000 for one model. It was a challenge to try and capture the characters in a low-poly limit.

About 1,300 each

 As I was now very short on time I decided to skip Z-Brush, but i did try and go for a painterly texture sheet which was a bit different than I am used to. When I started the guy I had to find my feet for the style but I think by the time I had reached the girl I had found my footing. I do however need a lot more practice with skin as I think my faces have come off a little flat, and certain other elements such as the hair could also use some more practice.

The metalness, roughness and AO are all in 1 RBG texture sheet

Final Outcome

I am happy with the final characters but I am always wondering if the higher poly version would have been better. Due to the characters low-poly count I made the textures quite small too, which means that these characters probably wouldn't be viewed up close. I had also made some mistakes with the unwrapping, I should have had the facial features take up a lot more space over other parts of the meshes, like the legs or bags for example, then these characters might have been usable up close.



Sunday 7 December 2014

Week 10: A seaming pile of...

Once again I had a problem with my seams after doing the baking, but luckily I managed to figure part of the problem out. Despite the title, my frustration this week doesn't come from UV seams but from, ironically, the dichotomous views of the different lecturers/teachers on the course.

The week started off with me continuing on with the model, I had finished with the Z-Brush sculpt and was really happy with the outcome, and was now baking it. The seam problem I had with the turret popped up again, all the preparation work I had done with the normals didn't appear to have fixed anything. After some googling and tinkering I had noticed that 3DS Max was importing the bump files in with an increase in gamma, linked with the already high standard gamma it was making my normals look way over the top. This didn't fix the seaming completely but it did make it less noticeable.


It was just as I was finishing the sculpt when my work was looked over and given 2 thumbs up. There were some tweaks that were suggested, like relaxing the hand and adding in the other lantern that I knew I had to do, this was all going to be done after the baking. There were also a few other pointers that I agreed with and took them on board too. Everything was going well so I baked it, tweaked the model and then dropped it into engine to get ready for texturing.


We had a final presentation to do and this is what I had to show, as I had not got around to texturing or rigging the character yet. It was during the presentation that a completely different view point came in, mentioning that my model hadn't captured the concept. Parts of the critique I agreed with, like for example the face on the model is quite menacing, while the guy's face on the concept it actually pretty caring and rounded. At the end it was suggested that I restart the model with a lower poly count. I just wish this was mentioned earlier and not with a week left.

After working hard over the last few days I am now back were I left off, except this time with 2 characters and a much, much smaller tri count. The original tri count was 8,000, now there's only 2,600 between the both characters.

I took inspiration from the low-poly TF2 models

I have yet to decide if restarting completely was a good idea, I think when both characters are textured I'll be able to make a better decision, but the more I look at the pair together the more I prefer it; I can always finish the higher poly version during my spare time. For now I need to focus on texturing them both for Wednesday.