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DON'T BE FOOLED BY THE TINY SCREENCAP PIC THERE IS A VIDEO OF THE FINAL GUI HERE youtu.be/l-VC0qNH13M
The video is too long to upload here.
This gave me so much fucking stress this year. It was probably the worst assessment for stress.
We had to create a game character, low to high or high to low (I had to do the latter),texture it, rig it, animate it, AND make it work within a functional GUI in either UE4 or Unity. Because i went high poly (TOO high poly lol) I did it in UE4. Which is the fucking WOOOOOOOOORRRSSSSSSTTTT. I hate blueprints so much. I hate the one for wireframe more than anything. You have no idea. 22 shaders on this asshole. Twenty. Fucking. Two. Every single one with a shader ID # I had to match up and plug in twice over to make some fucking monster of a node graph, and that was JUST FOR THE WIREFRAME FUNCTION.
Anyway we had like 7 weeks for all this when we needed more like 11. Got it finished in the holidays back at the beginning of uuuuuuh july? I have no memory everything is kind of a blurr to me in this course.
ANYWAY, this bad boy came about because we got forced into a theme again :/ Had to pick a movie character and do them in the style of a vidya gaem. So salty fuck that I am, who wanted to do Legacy Sunstreaker and now couldn't, tried to find the best way to make a legacy-style bot while still SEEMING like I was trying to follow their instructions.
I picked a wolf from Zootopia and did it in Horizon Zero Dawn style. Bam. Wolfmech. I'm very fond of him but I wish I'd had time to do better animations (I did not I had like 2 days to do them and I only managed an Idle and a Run and they're a lil janky).
So yeah, modelled base mesh parts in Maya, put those in Zbrush, retopologised with quad-draw in maya, then rigged (DO NOT EVER TRY TO RIG DIGITIGRADE LEGS IF YOU LOVE YOURSELF) and animated and baked animations. Textured using Substance painter, I think I used Marmoset for normal baking, uuuuuuh yeah then I shoved it all into Unreal Engine 4 and hated my life because GUI is a shithole of a job.
Which is why I'm so glad the programmers are dealing with that shit in our current game project lol.
Also protip this is actually like a bastardized Prowl, all I'd need to do is make an altered head and change the hackles for doorwings and you'd basically have Pack-Mentality 'verse Prowl. lol.
HE'S SHINY AND CHROME BECAUSE I DIDN'T HAVE TIME TO FUCK WITH ALPHA OVERLAYS IN SUBSTANCE PAINTER LIKE I WANTED :')
The video is too long to upload here.
This gave me so much fucking stress this year. It was probably the worst assessment for stress.
We had to create a game character, low to high or high to low (I had to do the latter),texture it, rig it, animate it, AND make it work within a functional GUI in either UE4 or Unity. Because i went high poly (TOO high poly lol) I did it in UE4. Which is the fucking WOOOOOOOOORRRSSSSSSTTTT. I hate blueprints so much. I hate the one for wireframe more than anything. You have no idea. 22 shaders on this asshole. Twenty. Fucking. Two. Every single one with a shader ID # I had to match up and plug in twice over to make some fucking monster of a node graph, and that was JUST FOR THE WIREFRAME FUNCTION.
Anyway we had like 7 weeks for all this when we needed more like 11. Got it finished in the holidays back at the beginning of uuuuuuh july? I have no memory everything is kind of a blurr to me in this course.
ANYWAY, this bad boy came about because we got forced into a theme again :/ Had to pick a movie character and do them in the style of a vidya gaem. So salty fuck that I am, who wanted to do Legacy Sunstreaker and now couldn't, tried to find the best way to make a legacy-style bot while still SEEMING like I was trying to follow their instructions.
I picked a wolf from Zootopia and did it in Horizon Zero Dawn style. Bam. Wolfmech. I'm very fond of him but I wish I'd had time to do better animations (I did not I had like 2 days to do them and I only managed an Idle and a Run and they're a lil janky).
So yeah, modelled base mesh parts in Maya, put those in Zbrush, retopologised with quad-draw in maya, then rigged (DO NOT EVER TRY TO RIG DIGITIGRADE LEGS IF YOU LOVE YOURSELF) and animated and baked animations. Textured using Substance painter, I think I used Marmoset for normal baking, uuuuuuh yeah then I shoved it all into Unreal Engine 4 and hated my life because GUI is a shithole of a job.
Which is why I'm so glad the programmers are dealing with that shit in our current game project lol.
Also protip this is actually like a bastardized Prowl, all I'd need to do is make an altered head and change the hackles for doorwings and you'd basically have Pack-Mentality 'verse Prowl. lol.
HE'S SHINY AND CHROME BECAUSE I DIDN'T HAVE TIME TO FUCK WITH ALPHA OVERLAYS IN SUBSTANCE PAINTER LIKE I WANTED :')
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