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@actiondawg
too scary!!! scaring it!!!
What’s the process for making an ultrakill model?
pretty similar to a modern asset! i'll try to keep this short(ish): blockout -> high poly -> low poly -> unwrap -> bake -> texture for modeling i use 3ds max (id use blender if i was proficient), with sculpting in zbrush if needed. for uv unwrapping i use max still, packing i use uvpackmaster in blender because its better than a human can do. baking in marmoset toolbag. texturing in substance painter with pixel8r, a retro art plugin i develop
the way it differs from modern assets is all in the texturing. i use the bakes to generate lighting information from some base material layers, then do manual paintover on top of that. i always* paint with pixel8r enabled, which allows me to work pixel perfect. * sometimes ill disable pixel8r to paint faces, and then clean up with pixel8r on i hope to record my process for my next model and upload it after its revealed.
Art dump from my work on the ULTRAKILL Violence update. Check out the artstation page for everything: https://www.artstation.com/artwork/Ny3Z21
ULTRAKILL - Sisyphus Prime took a long time to get the beard, face, and hair feeling right! the fight is INSANE
ULTRAKILL - Flesh Panopticon this was such a fun model to make and the teeth animation really bumped it up a notch!
Gianni VS Gianni
I figure now is a good time to share that I make plugins for Substance Designer and Substance Painter! This one I use every day for art on ULTRAKILL and other projects. It’s blown up quite a lot. If you see retro styled game art these days there’s a good chance it was made with Pixel8r!
https://actiondawg.itch.io/pixel8r2
ULTRAKILL - Swordsmachine Remaster