New Post has been published on Twisted Skillz
New Post has been published on http://twistedskillz.com/2018/06/enter-space-orcs/
As Audra makes her way further into the ship she encounters 3 Orcs who help out of a hairy situation. Magnus is leader of the Orcs. Ragnok is shaman and wizard. Tim, the biggest and strongest Orc, is pure muscle. Together all four must help each other if they want out of the forbidden ship. The pipeline for the creation of the Orcs is sculpting in Zbrush. Some poly modelling in 3ds Max. Retopolgy was mostly done in 3ds Max. If the poly count was too high for Max, retopology was done in Zbrush via Zspheres. I worked on Magnus first, Ragnok second and Tim last. With Magnus you will notice triangulated topology. This is because I experimented with using Houdini’s Game Dev Toolset and auto retopo. I saw Mike Pav’s tutorial and wanted to give it a go. You can find it here https://youtu.be/AxpImb2tGII. However, after completing Magnus, I manually retopo’d every object. For UV unwrapping and texturing and having complete control of topology, manual retopo is KING. I suggest using Houdini’s Game Dev for environment props since it saves a HUGE amount of time, which is what I will be doing for my game/ comic book. For hero objects, manual retopo is still the way to go.
Texturing was done in Substance Painter. Initially, I was using xNormal to bake High poly to Low poly. And it works great. But by the time I started working on Ragnok, I was baking exclusively in Substance Painter. The baker is just as good and it is so convenient since Painter will give you all the texture maps it needs for the Smart workflows (Smart Materials, Smart Masks, etc). So Ragnok and Tim’s baking were done in Painter.
A trick I used when creating all three Orcs was using some of the same sub-objects on different Orcs. Not only does it give them all a somewhat cohesive look, it saves a huge amount time. To further give the shared objects their own identity, I would use the same object, but texture each differently. I would take the object from one file, after it had already been retopo’d and unwrapped and baked and place it in a different file. When I did this I applied a Reset X-Form and and also reset the Pivot to zero in the world space. You must collapse the stack at that point, then all you have to do is pop it in to Painter and re-texture.
Morph targets are done in Zbrush and 3ds Max. Once I have my low-poly, unwrapped objects, in this case the character’s head, in Max I use Goz to pop a copy of that head into Zbrush. Using masks and the Move brush and Smooth brush primarily, I move the topology around until I get the desired facial expression. The trick is to not alter the topology be adding or removing faces. Once I got the expression, I GoZ the head back into 3ds Max where I store that new facial expression as a Morph Target in the original head’s stack Easy peasy.
Skinning and rigging is done in Max. I use a simple Bi-ped for the characters and add extra bones when needed. An example is seen on Ragnok’s Bi-ped. I added three columns of bones to control his cape. I added another column to control his waist straps.
By the time I got to Tim, I wanted to finish as fast and as cheaply as possible. By cheaply I mean as little polys as humanly possible while maintaining the standard set by the previous Orcs and Audra herself. I want my game and comic to look great so I take extra care in the creation of my characters and environments, but I was really curious as to how much I could get away with when retopo’ing Tim. Turns out, as long as baking is done with extra attention, I can go real low!
Last note, if Tim’s facial topology looks “off” on his jaw it’s because I duplicated pieces of his facial topology to use as hair cards for his jaw scruff. It’s subtle and all the hair cards use the same texture, the hair cards are all unwrapped over the texture in different ways to achieve that look.