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Showing posts from March, 2019

Hyde Texture Start

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Hyde Texture Start After the sculpt was finalised, it was just a case of redoing the UVs for Hyde's head and hand and mouth, as the geometry was all the same, then baking and texturing in Substance Painter. For the skin, I used the same methods and techniques that I employed with Jekyll. For reference, I found that elderly people's faces offered really good details and colour information that worked well with the look I was after.

Hyde Turnarounds

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Hyde Hands

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Hyde Hands For Hyde's hands, it was just a case of using the same method as sculpting his head. I used Jekyll's finished hand model and altered and deformed it to fit Hyde's character. I found a lot of useful reference of hands and bone conditions to help achieve my result, one example being Rheumatoid Arthritis.  Moodboard for Hyde's hands: Hyde's hands sculpt process, starting with Jekyll's finished hand model: As the model had subdivision and was already unwrapped, I decided to do a test bake to ensure that the detail would show well on the low poly mesh.

Hyde Sculpt Continued

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Hyde Sculpt Continued Moving on, I kept refining and altering the sculpt to achieve the look I wanted Hyde to have. I new from the start that I wanted to make Hyde sinister looking, with heavy, damaged skin and sharp teeth. I also plan on making the final character hunched and distorted to help change the silhouette and give a clearer distinction between the two characters. I played around with expressions such as shouting and snarling, as I would have the character look angry and in pain when I morph between the two.

Hyde Sculpt Start

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Hyde Sculpt Start As I had finalised the Jekyll sculpt and started texturing and material setup in Unreal, I could move onto sculpting Hyde using the same geometry as Jekyll. It was important to first finalise Jekyll as I needed to ensure that the geometry wasn't going to change as this would mean that the morph targets wouldn't work as the Vertex Numbering needed to be exactly the same. As it was just going to be the head and hands that I morphed, I started a new document with just the head and hand subtools as this saved on the polycount. As I worked on Jekyll with subdivisions, I was able to retain the skin micro and tertiary details in layers, meaning that the Hyde sculpt would already have a base of wrinkle and pore details to work with for the high poly. I already had a pretty clear idea in my head as to what I wanted Hyde to look like, so I collated a more in-depth moodboard of reference to help me achieve the desired result. I found that the Gobli

Skin Texture In Unreal

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Skin Texture In Unreal For the skin in Unreal Engine, I decided to utilise Saurabh Jethani's skin shader found here:  https://texturing.xyz/pages/saurabh-jethani-creating-realistic-skin-in-ue4 The shader is free to use and Saurabh talks about the setup and breaks down what each part does. The shader itself is an adaptation of the skin shader from the 'Meet Mike' project demo. The skin is still a WIP as I am still texturing as I go however Saurabh Jethani's shader is a great help and offers a lot of customisation. The eyes are from the Meet Mike project however I plan on swapping out the textures with my own at a later point.

Outfit Retopology and Unwrapping

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Outfit Retopology and Unwrapping After getting the base skin texture done for Jekyll, I moved on to finalising the low poly clothing and boots and then unwrapping and packing them. As I had already done most of the low poly work on the clothes from earlier, I just had to go and tweak some points and add a few cuts in places to make sure that it baked well. For the boots, I used 3DS Max's Freeform tools to create the low poly model. As for the laces, I decided that the bulk of them I would use flat geometry as they are barely visable from a distance and it saved a lot of Tris. As it stands, the Tri count for the whole outfit is at 18,623 Tris. I divided the UVs up into 3 texture sets as it was too much to pack into one and this way I had more control over what resolution I wanted each set to be. 

Jekyll Skin Texture

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Jekyll Skin Texture For the texturing process of Jekyll, I decided to use Substance Painter as it is popular in Industry and offers great tools and versatility for PBR texturing. I employed the use of scanned, unwrapped face textures as a starting point to project onto my mesh, then finished off the skin texturing with help from the tips and tricks shared by Magdalena Dadela in this GDC video: https://www.youtube.com/watch?v=9ywhVkZBtq8

Test Bakes

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Test Bakes After finishing the tertiary details on the face and hands, I decided to carry out some test bakes in Substance Painter to make sure everything bakes well and to make sure that the detail would carry across well. I decided that I would have separate texture maps for the head and hands as I want to be able to increase or decrease the map sizes independently. I just added the basic skin material in Painter to get an idea of what the mesh looks like with a skin colour.

Tertiary and Micro Details

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Tertiary and Micro Details After finalising the secondary forms of my sculpt, I went on to adding all of the tertiary and micro details using alphas, surface noise and hand sculpting. I utilised the use of Texturing.xyz alphas as well as some free brushes and other alphas found online.  The process is fairly straight forward, I added a new layer for each detail that I was working on so that I could easily adjust and blend the mutiple levels of details. I then used the alphas with the standard brush set to drag rectangle then worked my way around the model. I kept the details generic and broad at first, then went over them again with more care and attention. When starting off applying tertiary and micro details, the mesh feels really smooth and empty, so I added some  surface  noise to the mesh before hand to break up the mesh a bit and make it less pristine. This also helped add a more organic feel to the model. From a distance the skin detail isn't t

Sculpt Update

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Sculpt Update I worked on the polishing up the secondary details for the whole Jekyll character and started on some finer tertiary details.   I will finalise all of the secondary shapes for the whole character, then move on to the tertiary and micro details of the skin and fabric. I plan on using alphas and Texturing.xyz maps for the skin detail to give me realistic results in a short time span.