Video Game Superstar - Spyro
 
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Video Game Superstar - Spyro

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IrokRhus
(@irokrhus)
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Joined: 7 years ago
Posts: 13
Topic starter  

Hi people,

I started working on spyro for the competition a few weeks back but I never created that post to drop WIPs.

 

Here they are. I started with modelling Spyro in T pose with symmetrical uvs layed out on 3 tiles and then I posed it to make sure the detail which I will do in zbrush won't stretch as I pose it. When I've been posing it I was watching out to make sure the uvs won't stretch too much too. Also I was putting a lot of pressure for a good silhouette as I'm not fully decided on the environment. I'm planning to put spyro sitting on a scanned branch and having a few planets in the background. I might do some trees in the background. Not decided yet.

 

 

Video Game Superstar - Spyro
Video Game Superstar - Spyro
Video Game Superstar - Spyro
Video Game Superstar - Spyro

   
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Serhii
(@humster3d)
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Joined: 8 years ago
Posts: 194
 

Hi, glad to see you on the competition. Nice dracon. Good luck!


   
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IrokRhus
(@irokrhus)
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Joined: 7 years ago
Posts: 13
Topic starter  

dropping a concept of unknown author as well as work in progress screenshots.

Video Game Superstar - Spyro
Video Game Superstar - Spyro
Video Game Superstar - Spyro

   
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IrokRhus
(@irokrhus)
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Joined: 7 years ago
Posts: 13
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Now off to detailing the skin with alphas made in mari and then importing them into zbrush to have more accurate control over the displacement and make any refinements. Then Substance for gold bits as well as continuation in mari to do skin texturing.


   
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IrokRhus
(@irokrhus)
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Joined: 7 years ago
Posts: 13
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My newest update. Today I've completed the procedural scales and an interscale map to re-use while texturing as well as in the shader later on. Also all texturing is being done with mari's node editor + later I jump to substance to do the gold parts accurately to save time in the look development.

Video Game Superstar - Spyro
Video Game Superstar - Spyro

   
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LAMO
 LAMO
(@lamo)
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Posts: 13
 

I think you've already done a good job for getting the style of Spyro right while being different and a bit more realistic! Well done, looking forward to the next breakdowns like the one with the scale texturing, good luck for the rest of the project!


   
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IrokRhus
(@irokrhus)
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Joined: 7 years ago
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Much appreciated Lamo, yeah I'm going for that how to train your dragon look with nice and realisticish look to it.


   
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IrokRhus
(@irokrhus)
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Joined: 7 years ago
Posts: 13
Topic starter  

Today's WIPs, pretty hard to find time after work but today I've done some tests on the macro scales and redshift render. Also I did some quick procedural base for diffuse, way long until finishing that diffuse tho.

Video Game Superstar - Spyro
 
 
Video Game Superstar - Spyro

   
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IrokRhus
(@irokrhus)
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Joined: 7 years ago
Posts: 13
Topic starter  

Today I have cleaned up my setup, made things more visible to read as it can easily go out of hand while using node graph as it doesn't have awesome organisation tools like nuke does. I set everything up in a way so it's sharing nodes perfectly in between different texturing stages.

Also I did more breakup on the skin and scales. I did some of it by hand. Symmetrical uvs on 2 tiles are helping a lot to speed up the process. I'm going to work on the larger scales tomorrow as well as more and more breakup.

Video Game Superstar - Spyro
Video Game Superstar - Spyro
Video Game Superstar - Spyro
Video Game Superstar - Spyro

   
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IrokRhus
(@irokrhus)
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Posts: 13
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Also I was testing how the resolution is holding up with 2 4k tiles and I might even go for such closeup on the final render. will see.

Video Game Superstar - Spyro

   
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