

#Marmoset toolbag 3 trim animations skin#
I sampled a screenshot of Lúcio in order to get the skin tone and style close to what it is in-game. 3D Coat allows me to combine PBR materials and hand painting, so it’s perfect for this project and it’s really fun to use! I hadn’t used it before but based on my research at the start of the project, I believe it is used by the Blizzard texture artists, so I wanted to give it a go. Final stretch now!įor texturing I used 3D Coat. Now, heading into my final week, I have to attempt a pose using Transpose Master for the first time and combine the textured assets together for rendering. The main benefit of sharing materials is to maintain the style between the assets, so that when they come together they sit well with each other. That combined with the pre-tested materials allowed me to get this asset done a lot faster than the other two. I found it more efficient to stay in one program rather than jumping between multiple. until I achieved something I was happy with.ĭue to the sharing of materials and reflective values, I made the weapon solely in Photoshop. Using 3D Coat I painted outlines of feathers to break up the obvious gradient. I sampled from real owls, a tan colour to a cream, which happened to match Lyra again. When in doubt go with the classic gradient style. The inside of the wing I would have ideally had as white and the outside brown but I had to make do. I had combined the top of bottom feathers, meaning they share materials, even though in real life they are completely different colours.

Unfortunately I had not planned exactly how I wanted to texture Derven, so I unwrapped it in an efficient way to avoid obvious mirroring. I used the reference sheets I had compiled during the modelling phase to look at the colours of barn owls. The difficulty came with the body and feathers. Everything looked like Overwatch and all was good. On Derven, the elements in which I could copy were the metal, glowing orange and the blue gradient. I had the ability to copy colour and reflective values for each material. The great thing about the characters is that they have the same colour scheme and theme. So I spent another day or two working it out until I came up with something that, to me, resembled Overwatch.įinal Final Lyra Texture – Goodbye Naming Conventions I still felt the colours were a little off, perhaps not vibrant enough. Instead of initially starting on Derven and the weapon, I wanted to tweak Lyra a bit more from last week. My contact details can be found on my portfolio. I’m so glad I chose this as my project because I learned so much and it was definitely an appropriately difficult challenge.Īgain, thank you for reading and I’d be grateful for any feedback. I hope you enjoyed reading the blog entries as much as I enjoyed creating Lyra & Derven. Before I publish the artwork to ArtStation and start showcasing it publicly, I wish to pose Lyra properly and add some more variation to the skin tone.

What you see is part of what I handed in for submission. Although it doesn’t quite hit the mark, it shows the theme and connection of the models nicely. I made do with the A-posed Lyra and leaned the gun into her hand, indicating some form of posture.

I had a go for the first time with transpose master in ZBrush but the result I had at the end of the week wasn’t up to par. I didn’t have time this week to pose them. Just as I had planned, they looked great together. I imported all the models into the scene and it was the first time I’d seen them together. If this was actually going into the game I would take the new values on the maps and edit the texture files to match. So for the renders I added a few additional materials for easier control. The lighting in Marmoset can be a little temperamental, sometimes completely ruining the colour of something like the skin. In terms of materials, ideally in the game’s files there would only be Clothes, Eye and Hair. I set up a front, back and top light to get a good range of shadows on Lyra. I started with Lyra, using the texture testing scene as a starting point. The project is almost finished, exciting stuff! This was the final week so I worked on rendering for the hand-in.
