Sorry for the extremely late reply @tyferrell!
I kinda fell out of posting here on CGS for a while, since it sort of felt like I was talking to a vacuum. But the anatomy was probably a little bit off, but a lot of that was fixed for the final presentation. There’s also probably a bit of funny monkey bizz going on with the FoV.
The two things that were done using MD were the cloak, and the gambeson. The pants, gloves and boots were all extracted from the basemesh’s topology.
Following that reply, It’s time to conclude this project about a young knight.
Throughout development time I’ve learned the importance of a bit of planning, and working non-destructively using masks, layers and morph targets. On previous projects it’s always been a case of doing things 1 or 2 times and then proceeding, only to find that things are not working at a later stage in the pipeline, followed by mental mentdown and emotional trauma.
While I’ve not worked things out perfectly here either, this project have given me some insight into what needs to enter the equation when iterating design, planning materials, and developing the necessary components to squeeze into unreal’s shaders.
A big struggle was juggling the face(s) between the viewport of ZBrush, the SSS and colours in Substance, and the final result in UE4. Especially the eyes which are a big part of the final look, and in this case they are uniquely developed with Epic’s shader in mind.
Following the conclusion of this character, I believe it’s time to setup a few smaller projects and reinforce some of the lessons learned throught this development period.