Development time:
- 1 day (concept art)
- 4 weeks (rigging, skinning, animating, character corrections, creation of props and textures)
The intent of this project was to practice bringing a game-res character through the animation pipeline into an engine, and then further develop one of the key poses into a vignette set up in Marmoset. For the purpose of practicing animations, I used an older, simpler, character model. Unfortunately, this also meant that I had no high-res, and attempted to compensate for this in the diffuse and through use of Substance Painter's height adjustment while painting.
18608 Triangles (entire scene)
Texture Maps used:
- Diffuse
- DET (Roughness/Metallic/Ambient Occlusion/Opacity)
- Emissive
- Normal, Macro Normal
- SSS (skin only)
- 1 day (concept art)
- 4 weeks (rigging, skinning, animating, character corrections, creation of props and textures)
The intent of this project was to practice bringing a game-res character through the animation pipeline into an engine, and then further develop one of the key poses into a vignette set up in Marmoset. For the purpose of practicing animations, I used an older, simpler, character model. Unfortunately, this also meant that I had no high-res, and attempted to compensate for this in the diffuse and through use of Substance Painter's height adjustment while painting.
18608 Triangles (entire scene)
Texture Maps used:
- Diffuse
- DET (Roughness/Metallic/Ambient Occlusion/Opacity)
- Emissive
- Normal, Macro Normal
- SSS (skin only)
What I Learned: - Be mindful of UV crunching, and make sure to allocate appropriate UV space for points of interest (ex: hands) - Combining Substance Painter and Photoshop for stylized texturing. - Using alpha cards for hair creation - When using Marmoset Viewer to display a model, not all shaders/lights/materials are supported. Build a scene with that in mind. |