Some sculpting and modeling progress on the bio-mech guard creature:
No new mech textures, but I made a lot of progress on the forest floor with rough geometry, particle systems for rocks, bamboo leaves, bamboo sticks and a new dirt texture overall. I also rigged the creature and posed his leg and tail. On the compostiing side, I added some more dust clouds in the flashlight trail. and tweaked his eyes and backlighting.
Shotgun concept block out (I dont know if magazine fed double barrel shotguns exist but it looks cool):
Added some more details and a suppressor:
I will retopo and unwrap it hopefully more quickly than last time.
Total tri-count is down to around 11k for low poly model, which was surprisingly low for a lot of detail retention. First pass at textures for the low poly:
Final version of “Trespassing” I will be submitting for the contest. I rendered a volume pass, and tweaked the fence and bamboo in the background:
Final timelapse:
Testing UV and lowpoly conversion (around 8.5k tris) Some problems with the normal bakes still, but mostly coming along nicely:
Messing with my reptile dude in Zbrush and PS:
Retopo will probably be back in Blender and then Substance for textures.
Maybe not final colors and materials, but low poly conversion and UV bakes look good: