Hello there, thought I would share some progress on this creature I’m working on for a future rigged/animated Unity asset package. I sketched this out years ago and felt it was time to model this bad boy. Started from a local generated base mesh, brought that into Zbrush to sculpt in the crazy details. After some retopo, I landed at around 50k polys for the hero version of the asset for now. Did some seam distribution to help get nice UV islands and stitched some large islands together using the minimum stretch feature to get best results. Took the LP and HP into instaMAT for a quick bake for the normal map and AO textures. Also, brought that into Unity to review. Next will be hand painting the base texture possibly using Blender and or Zbrush or both lol.. I’m a little all over the place
Looking pretty cool!
One thing that bothers me a bit is that 3D version has larger eyes than the sketch version. It makes the creature to seem less creepy and closer to human scale. Another thing the tentacles at the bottom looks like horns, maybe it’s the shape or it will look different with textures Also some asymmetry would help
Good luck!
yeah! you’re wright about the eyes.. I’ll see about making some tweaks there. Also missing any real eye lids there so I might just adjust the eye sockets and add in more eye lid and reduce the eye ball sizes. Indeed they are going to move like organic tentacles with some rigging but the sculpt details do sugest a more bone like surface at this stage. I’ll need to smooth that out with textures, dang it.. they might look like old wrinkled tentacles no.. lol agreed, asymmetry is always a good touch. I might be able to arrange that with it’s teeth.
I’m planning to use shape keys to animate the facial expressions, can’t wait to get to that phase.
Thanks for checking it out so far and for the feedback
Decided to try out the UCUPaint add-on in Blender. I kept the baked AO texture from InstaMAT as the Ambient Occlusion map in the UCU material. Added a base, Skin and Details layers combined with multiply blend in the color channels. Also added a little bit of a noise texture to the Normal/Bump channel to add a little more detail. I might give this another try though, or continue with more layers to bring out more details on the roughness channel, like to make the tentacles look more slimy and have the forehead/cranium/horns look more like dry bone. I’m finding this workflow to be pretty cool so far. Great add-on!
Created some Shape Keys for mouth and eyes deformation and using drivers to control them combined with bone rigging and Jiggle Physics to give some nice secondary animation on it’s wiggly parts.