Hotline Miami Fan Art

Hey guys!

I’m started a new project last week. I’m making a Fan Art of the game Hotline Miami based on this amazing image by Wouter Gort : http://www.artstation.com/artwork/do-you-like-hurting-people

I’m making a game-res version of the character on the right.

I know some of you probably won’t like it but there will be as much blender work as non blender work in this thread, keep that in mind when scrolling down the pages (if it ever reaches multiple pages).

With this character I want to learn as much as I can on every aspect of the pipeline.
I will be using Blender (obviously), Zbrush, Marvelous designer for the clothes (Or Zbrush If I don’t suceed with Marvelous), the Quixel Suite and i’ll render it in Marmoset toolbag 2.

Anyway, I started with the shotgun since I wanted to try the new quixel suite really bad and I think it went pretty well. I may have went a little too far on the scratches but i’ll fix it later. I won’t change anything on the shotgun till the character isn’t done.
That does’nt mean you don’t have to critique it though! I really appreciate any kind of constructive critique/advice, being positive or negative.

Here it is :


And with the wireframe :


for those who are interested, i’ve been recording my process and I made a youtube Playlist out of it : https://www.youtube.com/playlist?list=PLHIXNRm5XZobyg8zUgme23JnM6OZatB1R

Since my internet connection is down for now, I don’t know when i’ll be able to upload the next videos.

Hope you like it and I’ll keep you guys posted!

I’ve never played it myself, but I really enjoyed watching Sips play Hotline Miami. A very fast paced game, with an appealing style!

It looks like you’re off to a good start, the gun already looks quite good for being so low-poly. The only issue I see so far is that the wood texture on the forend looks strange; it may be a combination of the tiling texture and the abrupt change at the corners that breaks the realism.

Other than that, it looks pretty good already! By the way, thanks for mentioning the Quixel Suite! I had heard of their first two programs, NDO and DDO, but that was it. It looks like they’ve stepped things up quite a bit, maybe in response to Allegorithmic and their Substance Indie Package? Regardless, it looks very cool! I especially like the material library of Megascans, that looks very useful.

The model looks not bad, but honestly i think you can get a LOT better Texures with the Quixel Suite. The Scratches are way to big! You probably want to rebake your maps and for that, maybe bevel your edges a bit.
You need at least really good Ambient Occlusion and Normal maps for good results with Quixel. (Also Object Space normal map).

Also something i learned: If you use NDO, baking the Ambient Occlusion map with the normalMap applied to the Mesh gives WAY better results! (Since Quixel is calulation the Curvature from the AO map)

I am excited to see your progress with this project, since i really like Hotline Miami :wink: