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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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