FMP Dev Diary 04: Post Mortem
- swarbabix
- May 26, 2016
- 5 min read
Knight
Things that went well
Filigree was a nice touch that lots of people pointed out as being a good aspect of the character
Achieved the dark souls style I was going for
Character narrative reads well
Material break ups were well balanced
Marmoset scene helped sell the context well
Areas of rest/detail and value break ups
Things that went bad
Material definition was not strong at all. Metals didn’t look like metals
Combination of character and organic stuff should have been more fluid. Foliage should have been integrated into the design of the character more
Colours for clothing were quite samey and boring
Feathers don’t look great.
Tree branch looks terrible
Pose was boring
The straps and there attachment to the armour is unrealistic and doesn’t work very well
They didn’t take the armour design in to consideration much
Texturing could be a little more creative – looks fairly samey throughout, should have had areas where dirt has built up and cleaner areas
Should have done a final pass of detail on the sculpt before baking – do as much as possible in the sculpt before moving on
Additional props for the body would have been nice
Was quite high poly
What I learnt
Importance of areas of rest and detail
Importance of nailing the blockout for a solid shape and silhouette before moving on to further levels of detail
Things need to have a context and reason behind them, additions of random pieces doesn’t necessarily aid the design and can make it quite cluttered.
Thinking of story and context to character before starting is very important
Figuring out what fabric you want to make before going in to Marvelous is important
Straps make things look cool
Small additions to presentation can make a big difference.
Doing as much as of the work in zbrush before moving on to the low poly, eg rips/tears etc.
How to use insert mesh brushes smartly and efficiently
Dorothy
Things that went well
Hair bake and shader. Was time consuming but worth it
Face – women’s faces are hard and this one had it’s own set of challenges to it but I think I pulled it off well
Good back and forth with concept artist
Stuck to the concept pretty closely
Upper half of pose looks cool
Pattern of leg panels looks okay
Facial Expression is subtle but works well
Things that went bad
Stubbornness. Towards certain tasks that would have took up my time.
Project took way too long
Hard surface stuff was a mess, not modelled or sculpted properly and I was quite lazy with it dues to time constraints
Material definition of legs is weird and looks completely off
Bottom half of pose doesn’t look very elegant. She looks like she’s squatting.
Feet look goofy
Stubbornness led to me not making the best decisions about how to texture properly to get the best results. E.g. decals looking boring and messy
Can’t get the hair to look good in engine
Not much thought put into how the disc works and how it attaches to the body
Should have spent more time considering hair style and getting ref before placing cards etc. I was left with a really random and unclear style of hair
Final Marmoset scene didn’t get the attention it deserves and therefore looks quite boring.
What I learnt
Polypainting is the best way to get good looking realistic skin, especially for faces
How not to model hard surface stuff
Importance of constant feedback with the concept artist when it comes to professional practice briefs like this
Keeping the amount of separate meshes to a minimum to avoid clipping when rigging and animating.
That stylised work still follows a strict set of guidelines, particularly for anatomy, and its not as simple as making the eyes bigger, etc.
Anatomical proportions are so much more important than
Theres good reason for why character artists allocate a lot of geometry for the face.
Eyes are super important
You need to follow real world guidelines for PBR materials unless you’re doing really stylised stuff.
Hockey Player
Things that went well
Clothing was reasonably successful
Finally did hard surface properly
Acheieved the style I set out for to some extent – the graphical nature of the Dirty bomb characters
Material definition was a step above previous characters and is definitely moving in the right direction. – particularly looks nice on the Gilet
Face went along a lot more smoothly than the last project – I was able to apply what I learnt from Dorothy and speed up the process considerably.
Lighting of the scene
Eyes are cool, I’m glad I took the time to make eyes the proper way
Sweat drips were a nice touch imo
Was well budgeted compared to the other characters which were nearly 50k tris
I kept time wasting to a minimum and worked smart rather than fast
Things that went bad
Don’t think I hit the mark in terms of era/style/iconography.
Even after the iterations and changing the design I’m still not happy with the legs, should have probably tried to find more real world ref
Dirt is very uniformly distributed and looks very unnatural
Should have put more detail into the arm texture and sculpted a more detailed hand. The hand area barley even looks like anything’s been bakes onto it
Textures went really weird around some areas of the denim and I didn’t fix it
Pose looks stupid from certain angles, particularly from the side
Distortion from the pose looks really bad under the armpit areas, didn’t really consider it much when I was making the a-posed character but I neglected that area quite a bit
Legs are too low poly comparatively to the rest of the model
Should have really considered the thickness of the low poly clothing more
Skin texturing is still nowhere near how good I would want it to be. Arms in particular look very plastic and lacking detail/variation
Probably went overboard on coloured lights in this scene
Why oh why didn’t I bother doing proper wheels etc for the character. It’s the only thing on the character I didn’t make a high poly for and it really lets it down if you look at the feel
Because of its similarities to the Dorothy character it doesn’t really look like I explored 3 different styles, and instead looks like I’ve done 2 confusing sci fi characters and then a fantasy knight
What I learnt
I should probably start polypainting as much of the model as possible as I have much more control over the base colour that way
Baking in substance painter is dank and saves loads of time
How to model hard surface things properly and how to bake them properly too
Reiterating again the importance of clear ref – it’s very easy to forget this one
I really need to have a clearer idea in my head before giving a design the go ahead – I started this project before really knowing what I actually wanted, and this was probably the biggest mistake of my whole FMP
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