Specialism Project

General / 11 February 2019

Intro:

For my Specialism Project, I have been given a few weeks to create a character bust and present it as a statue inside of unreal engine. Throughout this project I will be considering really focusing on the details of the bust of this character; creating an obvious personality and characteristics that can familiarise a player with an environment that they're in.

For example, I will be heavily looking into the style of jewellery and clothing in the 1950's, as it will be important for the character to feel very period to the specific time; this will then go hand in hand with the group project upcoming 'Bioshock In London'. 

Art Bible Development:












Breakdown:

For the process of development in this project, is rather simple: I begun all my modelling and sculpting inside Zbrush, this does include my highpoly and lowpoly models. With this particular model, I found that it was challenging to just focus on the bust of a character and the importance of creating personality, age, and general characteristics from a small section of the body. 

Due to being experienced in Zbrush my workflow is quite refined- consisting of; 

  1. Creating a block form
  2. Taking my block form and remeshing the mesh with guide lines to keep a good edge flow.
  3. Working in subdivisions (essential for an accurate high to low poly bake)
  4. Taking the low poly into blender for UV Mapping and material allocation
  5. Marmoset baking for specific results (eliminating any normal baking errors)
  6. Texturing in substance painter, following a particular rule of mine- to add the curvature and Ambient occlusion maps, this helps to create a stylised look to a model.
  7. Bringing into unreal engine 
  8. Creating Lighting that compliments the model and it's materials
  9. colour grading 
  10. post processing effects to complete composition

 This is currently, my most common process for creating game ready assets- even through the project I had some slight changes; prior to this, I hadn't used blender, nor did I bake my maps inside of marmoset- but, in doing so, I've created a much higher quality model; for me this is the most efficient way of creating a high quality asset.

Using blender as part of my process is something new to my workflow, and i must say it is incredibly intuitive; I purely used it for creating UV maps and it felt so streamlined, and user friendly, that it wasn't too time consuming once i understand the basic functions and controls of the software.


Feedback Review:

Feedback is something I always feel that I could do better with; however for this project I've certainly reflected on a lot of the feedback given- this is most evident in the character; I wanted to create a fairly young looking attractive lady; however, peers originally saw her to be an old lady, with reflecting on this feedback I was able to improve the model and make it more accurate to the original intentions I had with the character.

Weekly Reflection:

Week 1:

First week of the general production was mainly spent concepting my character and developing a proxy model for me to go off before committing to any hard details within my bust. Developing my art bible and unit brief was also a big part of this week: I wanted to ensure this was developed and finished early on, this was due to having a very short amount of time to complete the specialism project. 

I found that in this week I was very time efficient and it allowed me for a lot more time to focus on the quality of my asset.


Week 2: