Hand
When I had finished the hand model in Maya and had it imported to UE4 I brought the model into Zbrush as I wanted to learn the program and it would help improve all of my models look. I started by adding some simple cuts and chips in the glove using Michael Vicente brushes that he has for free on their art station. Next I wanted to add some detail to the gold ring on the players hand so I used the same symbols that I got from Luke and took them into photoshop so that I could use them as a alpha. Once I had improved the symbols as an alpha I then went to the deform options and the inflate tool to indent the symbols into the ring. I finally finished the Zbrush part of the model by adding some stitches across the hand. I found the brush and thought to give it a try and see how it looked and I liked the out come so I made it apart of the glove.
The final part of the hand was to bring the hand into Substance Painter, I started by getting some materials and adding black masks to them to allow me to colour specific areas of my model. For the stitches since they were not apart of the UV I had to paint each of the stitches along the hand and I did this in a grey version of the same material the glove is using.
Sword
I started by adding some dents to the weapon by using the Trim Dynamic which would make the weapon look like its older and more used. I also added the same symbols from the glove on the sword as well wanting to keep the theme of everything is connected by the magic in the game from the magic shield, to the gold ring on your hand to the sword you use.
I Did the same process for the guard of the sword denting the metal adding some wear on the guard to show its been used. I want to show that these weapons are not new I want the player to wonder why the weapons are so badly damaged.
Same as what I did with the symbols is that I used an alpha layer with a wood texture on it and imbedded it by using the inflate tool in the deform options.
House
I wanted to make sure that I got across that the bottom of the house was a stone and strong foundation and that the top of the house was a wooden and more comfortable living area. I ran into a lot of peoples with this model during the UVing process as I had problems with clean up which prevented me from working on the UV. I would fix it for another to show up later so the house took a few days to UV and clean.
Once I had gotten the house fully UVed and off Maya I went into substance painter and found some smart materials that I can edit and change to fit our style more such as making certain areas have less detail and others having more giving the stylized look we are trying to aim for.
I ran into more problems from duplicated meshes inside the model that I had to go back into Maya and fix, back to Substance Painter and then continue creating the material for the house.
Market Stall
The market stall had to be broken into multiple pieces so that I can use a two sided texture on the cloth and the crates are kept separate so that they can be placed on the stalls with a different coloured cloth to keep all the market stalls looking different and unique. I have used three types of wood materials that I have stretched to help bring down the detail and make them fit the style more. I used different types of wood to make the stall look like its been thrown together by what ever the person could afford.
The cloths for the market stall and the stalls themselves can been seen in this image surrounding the tree and around the area of the village. Some of the market stalls are destroyed to give the scene a more devastated look. This was done by John after I had given him my house and market stall models to place into his village level so he could replace his block outs.
The crates I made for the market stall can be seen at different points in the game such as the wizard tower inside his throw about and messy basement. They help to break up the scene and show that people actually live here and are using crates for transport of goods. I did the same as the stalls giving them different types of wood materials to give a more thrown together look.
Crystals
The final models that I had used in substance painter were the crystals that I had created for the magic system that Josh had implemented. I used a crystal material that I found on the Substance Painter website and imported it into my Substance Painter. I used this same material for my rocks to help them have a damaged look.
This gives the crystals a sort of glowing looking and powerful but also adding chips and scratches on the crystals.
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