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Ai generated concepts, adding legs and helmet to complete the design.
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"Tiberius Design Sheet" by David Paget
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Finishing highpoly and low poly, I wanted to rig this bad boy and take it to Unreal so retopoed tunic and body armor together, belt and buckles together, did countless normal map bakes to get it right.
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First time I decided to create hard surface looking parts in Maya, for example did the shoulder pieces with linear bend deformer procedurally, belt and ropes with spline + sweep mesh etc.. It was more controllable for normals baking. Got some pretty clean results.
I was only able to work on this character for around 10 days, most of it spent on skinning and setting up a metahuman rig on maya for unreal.
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I have some serious drawcall anxiety from my previous studio (:
Belt, arrows, gladio case, arm shield is combined but separate geo's for rigidbody simulation, 1 skin cluster.
Single tile UV for everything except head and body, which could also be laid out together but metahuman basemeshes have 7 LOD levels for head and 4 for body so currently no need for combining those. Texel density intact for clothing.
Gladio and shield 1 tile, kept it seperately from character.
Painted in UDIM's for ease, combined at post.
29K tris body, head, clothing and armor, (without gladio and shield)
Completed in around 10 days and I will be messing with the rig I've done in UE on upcoming days.
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Meet Tempest
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Tested Substance Stager's RTX renderer, very decent results but its having some problems with surface normals. Shading some parts hard edged. I will give it another go with triangulation and locking normals to see if thats the case.
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but nothing can match Arnold GPU in terms of quality and speed :)
Rigged and skinned, slow-mo animations and a simple scene in UE5, CTRL Rig + Level Sequencer.