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UrT Resurgence development screenshots and videos
#1
Posted 12 August 2018 - 10:33 PM
Heya!
As some of you guys do not check our Twitter and Facebook pages very often (booohooo!), we've decided to share our development screenshots and videos in this special thread too.
Please keep this thread free of discussions and move them to separate threads. Do not hesitate to ask questions - but in their specific threads!
As some of you guys do not check our Twitter and Facebook pages very often (booohooo!), we've decided to share our development screenshots and videos in this special thread too.
Please keep this thread free of discussions and move them to separate threads. Do not hesitate to ask questions - but in their specific threads!
#3
Posted 13 August 2018 - 03:03 AM
Here's a few images of the character Fred.
I'm working on sculpting his skin details, like pores and wrinkles, in Zbrush. I use images of real skin as height maps for my brush. I do small sections of skin at a time changing the alpha frequently. He's red in the following images because I'm using a red wax material to make details are more visible as I work.
I mask the cavities to make sure I haven't missed sections as you can see below. The mask isn't showing all the details but it does make perfectly smooth sections stand out.
This is a close up of his back.
In this screenshot I have dialed his resolution down to his lowest subdivision level. You can see that the slider in the menu on the right is set to Sdiv 1.
All the detail I carved in earlier is still there when I dial the resolution back to level 6 (the highest my PC can handle). This makes it easy to make normal, AO, cavity, etc maps in Zbrush because his low res version is part of the same tool.
I will be carving in deeper wrinkles, moles and eyebrows after I start painting him because I can do them in colour at the same time as sculpt them.
So much work but so much fun creating his high resolution version.
Love my Zbrush.
I'm working on sculpting his skin details, like pores and wrinkles, in Zbrush. I use images of real skin as height maps for my brush. I do small sections of skin at a time changing the alpha frequently. He's red in the following images because I'm using a red wax material to make details are more visible as I work.
I mask the cavities to make sure I haven't missed sections as you can see below. The mask isn't showing all the details but it does make perfectly smooth sections stand out.
This is a close up of his back.
In this screenshot I have dialed his resolution down to his lowest subdivision level. You can see that the slider in the menu on the right is set to Sdiv 1.
All the detail I carved in earlier is still there when I dial the resolution back to level 6 (the highest my PC can handle). This makes it easy to make normal, AO, cavity, etc maps in Zbrush because his low res version is part of the same tool.
I will be carving in deeper wrinkles, moles and eyebrows after I start painting him because I can do them in colour at the same time as sculpt them.
So much work but so much fun creating his high resolution version.
Love my Zbrush.
#5
Posted 14 August 2018 - 05:32 AM
Kia ora everyone,
With the help of JohnnyEnglish, Krasus, Lizart, Kronik and Markinho, Tohunga is being revived for your gaming pleasure. The map will still be quite the same like it used to be, with a lot more detail. The layout will be somewhat fluid for different gametypes, meaning depending on which gametype you're playing, the layout will change!
Here is a small run-through of what JohnnyEnglish and Krasus have been doing so far, this layout is for bomb mode and the map is still in very early development.
I am yet to get myself a rig together, but I'll be joining them shortly to finish up the project and then start on some new ones..
Keep your eyes peeled for more coming soon from the Custom Map Makers team
With the help of JohnnyEnglish, Krasus, Lizart, Kronik and Markinho, Tohunga is being revived for your gaming pleasure. The map will still be quite the same like it used to be, with a lot more detail. The layout will be somewhat fluid for different gametypes, meaning depending on which gametype you're playing, the layout will change!
Here is a small run-through of what JohnnyEnglish and Krasus have been doing so far, this layout is for bomb mode and the map is still in very early development.
I am yet to get myself a rig together, but I'll be joining them shortly to finish up the project and then start on some new ones..
Keep your eyes peeled for more coming soon from the Custom Map Makers team
This post has been edited by Delirium: 14 August 2018 - 05:50 AM
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#9
Posted 16 August 2018 - 07:44 AM
Looking good Frankie, I like the tarmac and that teeny player model on the shelf...
Here's the current state of Tohunga...
Here's the current state of Tohunga...
This post has been edited by Johnnyenglish: 16 August 2018 - 07:46 AM
CUSTOM MAP MAKERS
www.custommapmakers.org
Discord (CMM) Custom Map Makers
www.custommapmakers.org
Discord (CMM) Custom Map Makers
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