Open DanduwFP opened 5 months ago
Reminder that the plan for the realistic humans right now is to be able to grab as much work as possible from the Rust team — the closer they are to completion, the less work we'll have to do twice across the company.
My 2 cents: if you model a blockout of these concepts (to get a good feel for the shapes/colors/etc), you can probably get away with using the Mixamo auto-rigger and their stock animations
Concepts look awesome 🙌
Completely agree! Yeah the next step for these would be blocking out, seeing if we're happy with the initial shapes. Same way the environment team is focusing on blocking out at the moment. And yeah, still remember that we'll be waiting on the rust-side of things. Yeah things like mixamo auto rigger will be our friend while we wait! Which is more than serviceable. Won't be wasting time making unique rigs and anims that'll be thrown away when we get the nice rust rig & anims.
Made this very rough blockout of the T-side, kit bashing a bunch of bits together following my initial concept - Would ofcourse be making all from scratch, so treat any specific details with a grain of salt. I know there's been discussions of leaning more into a cultist aesthetic, interested to see how we can spin it.
Another very loose blockout of the CT side. A bunch of kitbashing to get the general shapes across!
First pass of the T-side player! Bunch I'm planning to adjust especially on the texturing side.
First pass of the CT highpoly in zbrush!
Currently working on the lowpoly for the Riot gear outfit! Still tinkering with the topology, but hitting the same polycount as the previous models, which is good. Finished up the highpoly a few weeks back before starting on the hackweek and HC2 projects.
Think this'll turn out really nice in the end, excited to get to work on the final lowpoly and textures, which will be coming shortly!
Some clean up here and there I'm planning to do to the wireframe, but pretty happy with this- Had to add a chunky bit of polys to certain areas that have those panels and extra bits pop on the lowpoly so we have a nicer silhouette. Might look abit overboard at first glance, but we're hitting the same polycount as the last models, even slightly lower.
Either way - Initial bakes done!
Update on the texturing, going good so far! Bunch I want to adjust, mostly getting the colours to pop abit more.
Quick update on the next T-side player model. Following some ref Lewis send over, the guy had a specific tool belt bag. Felt it wasn't fitting / couldn't get it looking nice on the highpoly, tried using a more generic looking waist bag which seems to work just as well. Doing a wear and tear pass next, but planning to do a bunch of this in the texturing phase.
Two teams, currently called Operators and Anarchists. These are the two concepts I've gotten the chance to make this week. The plan is to get to work on these designs for the humans. Both unique and distinct models for the opposing teams. Thinking long-term for HC1, making them humans seems perfect, a project like HC1 is a great reason to work on the humans. Working on these models, we can work around the roadmap for an eventual official rigging and skinning pass of the humans. Creating placeholder anims and using existing rigs till we're up-to-date.
I think this'll be a great foundation as well for how we move forward with human characters. We have a distinct idea and art direction for both characters.