Hi Guys
This is the first time I have been game to post work for critique even though I have been a 3d artist for 25 years.
I know this subject matter offends some people (I appologise in advance if it does) but WW2 games and films are a common area of the CG industry so with that said i will explain a bit about the model.
This was done as a workshop over twitch for students I teach games development to at the college I teach at, and is part of a small vertical slice we are doing for that purpose.
This is the Hi res sculpt for an NPC in a UE4 based game, it was made over the last 3 weeks and has used Marvelous Designer for the garments and straps, of course these have been dealt with via Zremesher and edge loop for thickness.
The model is the decimated one and is 8 million polys over 68 subtools currently.
the target is 40-50 thousand polys for actual retopologised model.
It will have swap-able ammo pouches (dependent on weapon).not shown in render yet as still being worked on in MD.
The garments are made to simulate the padded 2 sided garments worn as winter gear and hence why they have a sort of puffy look to them, it was hard not to add too many wrinkles and control it without going too far.
The render is just a fast one in Redshift with a single IBL, no 3 point lighting here, just very quick and dirty as I’m not presenting this yet, just want feedback, I am still a novice at ZBrush and by no means an expert user like some of you amazing people.
I do want to push myself for this, and do so before I commit to retopology of the model.
Any hints or suggestions are welcome.
Richard
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