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    #61
    The background image you used there actually makes it look very much like Gorn from Star Trek TOS
    Unreal Tournament 4 eXpanded MultiPlayer (UT4XMP) efforts
    My website, listing all my Unreal series mods and mutators

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      #62
      how ever, looks well so far GreatEmerald ..
      on you Forum, where you post also, i think you see that i mean, this skaarj (the original one),
      it want comes also ?

      best regards
      Blacky

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        #63
        This is just addictive. I should have went to bed hours ago. LOL..
        Anyhow, initial material map done, materials finished off. Will continue tweaking. most likely I'm going to need to refine the material map so the transitions are better, but this is the direction I'm heading right now. Still playing with colors, and need to make up a team color mask.

        I'm thinking of driving the entire color scheme off of the team color. Will need to see how well the materials fare across some inputs.

        Click image for larger version

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        Attached Files

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          #64
          look who got a skeleton.

          I may make some adjustments still, but overall this is going to work well.
          Also tweaked the colors in the materials, and the material transition mask to make them more natural feeling.

          Click image for larger version

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            #65
            Looks awesome. I love the spotted transition between light and dark spots. Makes it look so much more realistic

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              #66
              Very cool approach so far, man. How are you doing the textures? I'm assuming you're still taking a hand at it.

              Trying to find some time to get some preliminary textures on mine.
              Tim Fangon
              Artist and Illustrator

              http://timfangon.com | Instagram: http://instagram.com/arukun14 | Facebook: http://facebook.com/arukun14

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                #67
                Thanks to you both.

                The textures are done in substance designer. Almost totally parametric. They're driven by a user modifiable solid color, normal map, ambient occlusion map, and a material placement mask. There are 4 materials involved, the heavier "gator skin", the yellow underbelly type skin, the nearly white soft flesh of the hands and around the eye sockets, and a bone/horn material that appears in the horns, teeth, tips of the head plate, and the center spine tips.

                I took this route since I want to have more than one skaarj and keep a consistent look. So when I build the older skaarj, or Tim, when your model is done, all that would need to be baked would be the AO and Normal map, and all that needs to be painted is a mask for what material goes where. The spots are created by the material mask. Some of the rougher skin elements, and internal small scales are driven effects, created by the shape of the model. It's a really quickly iterative non-destructive and very very reusable workflow. Once the material settings are tweaked right, other characters can be textured in basically a drag and drop manner.

                I'll be uploading some of the source files today and I'll send you a link Tim. Might take a while though. The high poly stuff sits at about 300 mb.

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                  #68
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                  Some anatomical changes in response to community feedback.

                  Vailias, I got your email. I'll be responding soon when I get the chance!
                  Tim Fangon
                  Artist and Illustrator

                  http://timfangon.com | Instagram: http://instagram.com/arukun14 | Facebook: http://facebook.com/arukun14

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                    #69
                    Good works Guys

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