Shuten Douji #1

Work In Progress / 18 October 2018

I know...I know, I should've completed the M44 by now but eh, I took a break from the hard-surface doing some, soft-surface..

So anyway, like always, ZBrush Summit just held past few weeks ago and again it kicked off that character artist engine inside of me, so here ya go, Oni-chan, SHUTEN DOUJI!

Been working on this since then on and off, and probably some already saw early screenshot from my FB feed, but just to make it official (whatever that "official" word means...), decided to post an Artstation blog about it!


Still lots of things to do, anatomy refinement/ fabric details/ etc,  hopefully will continue on this till it's worth to put up on the portfolio gallery!

P.S: Those fruits are from the IMM brush generously shared by ZBC's member Joe Black.


EDIT: Discussion thread: Polycount / ZBrush Central

Report

Freshly Baked M44

Work In Progress / 04 February 2018

Status update from my previous blog entry, the M44 is now fully baked! But just that, no texture yet so far, only normal and AO. Here's the progress and also shows the first time a fully exploded view of the rifle.

As mentioned before, it's not your typical lowpoly current-gen model, the tris count wasn't *that* optimized for a game model, it's at 78.448 tris including 5 bullets, with 2 sheets of a 4k texture. My focus more to quality instead of in-game performance.


While doing this, though, I found it's abit time consuming to set up a parent-child connection from one object to another and match them high-to-low after. The connection was meant for easier posing the rifle later on and also to make sure my high and low both on the exact same location for bake process. And because of that, I wrote a simple MAXscript to help me setup the scene (match parent-child connection and also position between high and low mesh). This might not be any useful for everyone but if anyone want it, here it is:

(
    allObj = $*
    pairs = #()
    
    -- collect objs
    for objLow in allObj where (matchPattern objLow.name pattern:"*_low") do
    (
        objHigh = getNodeByName (substituteString (objLow.name) "_low" "_high")\
                  exact:true ignoreCase:false all:false
        objHighParent = objHigh.parent
        objLowParent =
            try
            (
                getNodeByName (substituteString (objHighParent.name) "_high" "_low")\
                exact:true ignoreCase:false all:false
            )
            catch(undefined)
        pair = #(objHigh, objLow, objLowParent)
        append pairs pair
    )
    
    for id = 1 to pairs.count do
    (
        pairs[id][2].transform = pairs[id][1].transform -- match transform
        pairs[id][2].parent = pairs[id][3] -- match hierarchy
    )
)

Pretty simple, but wanted to make this blog post to look more smart then it actually is, so there you go. For anyone trying out the MAXscript just make sure you have set your naming conventions properly as how Painter would see it, nameOfAsset_high will match with nameOfAsset_low, highpoly mesh will be the source for location and hierarchy match-up for your lowpoly mesh. That's it!


The next update for this rifle here probably will be the final one with presentation shots and all on the Portfolio section. Thinking to create a thread over at Polycount to show my smaller progress throughout the texturing phase. Will post the link here if I decided to go with that.


EDIT // Here's the link to the >>> Polycount discussion <<< hope to see you there!


Till next time!

Report

Anatomy Project: M44

Work In Progress / 01 January 2018

RIGHT!

To kick things out the first time in 2018 I'd like to share a project I've been working on for quite a while on and off in my free time, only highpoly so far, not worth to put on the Portfolio gallery yet so might as well use this new blog feature to give some kind of preview for it!

Lowpoly in progress..well not so much of a lowpoly current-gen game res, cus that's not the target goal here, it'll be similar with my 1911's anatomy project too where there'll be super generous tris count to emphasis curved surface. 'Optimized highpoly' mesh is more suitable then call it lowpoly mesh, really..

So hope you guys like it and stay tuned for future update, ha!

Report