Esper WIP 3 - Torso Leather Belts
Now UV Mapping.
What it looks like on Esper
Because of this uncertainty I need to be flexible and leave the face as it is now until texture, once in its textured form I can see with greater info how else I should tweak the facial structure.
Modelled and UV in Blender, then textured in Substance Painter.
Marmoset Toolbag for the Rendering
Fixed the silhouette more to use basic shapes and anatomy.
Next Up is to work on the hair!
Using Paths and Bevel Curves I will make the hair. In addition I’ll use normally sculpted masses to assist increasing the volume of the hair.
Paths and curves will be for the smaller and intricate strands.
Most importantly I need to make a plan of the strands, there is logic behind hair as explained by YanSculpts.
Using this tutorial:
I made the medium and intricate layers of the hair from just the base strands.
Still Retopologising Futaba
I’m nearly there, progress is slow, really slow, I am taking forever… ah well.
Some addons I might next time when retopologising in another project would be
I decided not to use Retopoflow because it was still in Alpha for Blender 2.8.
Decided to make a decor object for my upcoming Garthos idea (Royal Palace courtyard environment). It is a clock on the floor.
In the past month I have finished retopologising Futaba Sakura, then UV Mapped her.
During this phase, I’ve had new ideas on how to present the end result, at first I just wanted to create additional fan art into her (Aloy from Horizon and then D.Va from Overwatch) but then I’ve decided to change the route to making a Live 3D Wallpaper on Sketchfab, just the pure concept of Futaba Sakura and no additionals, something like you’d see in the League of Legends login.
So I got to working on the environment around her. I’ve heavily planned this all to fit the 50mb free user limit of sketchfab, hopefully I won’t pass it and still retain good quality. I’ve made sure I’m mirroring UV spaces and giving the important pieces more space.
Now to the Texturing phase!
First off I’ve baked Futaba in Substance with her high poly. This is the result.
As a side sculpt I also made this
Imported into Substance Painter and baked the maps
Shoved quick textures
Shoved in more quick textures
Next, I’ll go back to Blender, re-organise everything then fix the colours to work together.
I need to work on perfectionism, I shouldn’t waste anytime on colours, kept going back and forth on choosing colours, but I can’t see the full layout yet. The level hasn’t been created and I’m just trying to figure out if 2 objects will go well together with a colour palette plan. But definitely should just quickly place the colours and not care until everything is all laid out.
Afterwards I’ll get onto texturing Futaba.
Which I fixed the baking issue from last time, turns out it was because I left the body and clothes non-selectable which excluded it from the high poly export.
I’ll be taking a break from the texturing phase for now and I’m just going to work on learning how to Rig and Animate in Blender. I’ll use Futaba as the starting point for the Blender Rigging.
Learning how to Rig
Will continue with hair bones, facial etc and get onto weight painting.
Then will get back to the texturing
Been using this holy grail of a tutorial to help me
Already knew rigging and animation from Maya but Blender is new to me
Thinking of getting into 3D Printing and just decided to make a Chinchila like figure.
Issues I’ve had is the topology working with Boolean and my worries for the 3D print. I mucked around with the Quadriflow retopo in blender but it would decrease the quality of the pedestal edges. The issue is I’m focused on creating a low and high poly in this work flow, to improve the texturing process. My plan was to use the height map from substance painter and apply to a displacement modifier and apply. Next time I’ll show focus purely on the sculpt and work with simpler designs.
Textured more of Futaba Fanart, currently in the base pass (1/4).
Textured the head. The hair is hard to texture.
Learnt how to implement Anisotrophy in Substance Painter, using this tutorial:
Added Anisotrophy to the hair, looks better now. The hair is glossier.
Things to improve would be to avoid seams in the hair. In the outside, I have seams all over, I thought I could have them all covered up with the tiled anisotrophy texturing. It’s very easy to see when zoomed in, will have to add hair strands in the future to cover them up.
Will continue with more Futaba Texturing and will get into ‘Chincha’ texturing.
More Texturing for Futaba Fanart.
Been changing lighting environments for each iteration to find issues with roughness values. I still need to refine the face in that end.
I need to refine the pants a bit more with the linings and structure. Folds need more improving (need to be a tad bit deeper and groin area doesn’t feel right). Then the face which I’ll be adding pores, oil, skin blush, red tints, subtle make up, very subtle wrinkles and eye lid folds. Then there’s the hair (subtle improvements) and Goggles (plain material just makes it look boring so I’ll need to add some more materials or something)
Taking a Hiatus from the Futaba Fan Art project.
In the smaller Chincha Project
Trying to figure out Colouring:
I find iteration 3 to be daring with its fluorescent coat and the contrasting warmer skin coat… That’s my favourite for now
After learning how to create stuff, I’ve accepted a request from a friend to make a microphone attachment, that will create a reverb effect. Prototype, was almost successful, however it didn’t create the desired reverb effect because the shape needs to be a little differencet so will have to go back to drawing board on design.