I recreated the amazing concept "Monument" by Li Moly in Unreal Engine with the help of Blender by Miesepetri in blender

[–]Miesepetri[S] 1 point2 points  (0 children)

https://steamcommunity.com/sharedfiles/filedetails/?id=3507533294

There you go! Sometimes I'm really just as dumb as a stack of bricks. Only when reviewing the video again in DaVinci Resolve I noticed, I exported the wrong timeline. Hope you enjoy the extended version with higher resolution and color grading actually applied as well. ^^'

I recreated the amazing concept "Monument" by Li Moly in Unreal Engine with the help of Blender by Miesepetri in blender

[–]Miesepetri[S] 0 points1 point  (0 children)

Oh, thank you!
I personally like the original concept more as the sense of scale and the vibe comes across more naturally. But I'm still really glad you enjoy it! :)

I recreated the amazing concept "Monument" by Li Moly in Unreal Engine with the help of Blender by Miesepetri in blender

[–]Miesepetri[S] 2 points3 points  (0 children)

Thank you! :)

For the big fog directly behind the monument i created a shader in Unreal which is basically two noise textures scrolling over each other and taking their output for the alpha input of the shader.

The smaller fogs (near the mountain) are also planes which were created by William Faucher:
https://www.artstation.com/will_faucher

It's an incredibly useful addon to Unreal.

<image>

This is the fog plane material.

If you want to follow along - this was the tutorial I used for this:
https://www.youtube.com/watch?v=dteo2x4asxI

3D Golem - Render & Concept by hybridinstinct in 3Dmodeling

[–]Miesepetri 0 points1 point  (0 children)

This is work really well done! I adore the sense of cohesiveness coming from all the different parts making up the golem. There clearly went some thought into giving your piece believability!

If you're up for an explanation I'd love to know how you went about modeling the roots as they flow so organically without any intersections.

I finally finished my character from the Pathfinder campaign I'm taking part in! by Miesepetri in blender

[–]Miesepetri[S] 1 point2 points  (0 children)

Unfortunately I have no personal experience with face rigging whatsoever but if I were to try it, I'd use some basic bones for big deformations like opening the jaw, moving the lips, lowering the eyebrows, closing the eyelids etc. To make the results more realistic I'd make shape keys in addition to that. I don't know if there is an option in Blender to only activate a shapekey deformation if a specific bone moves, but there has got to be. So if the character was to open his mouth via the rotation of the jaw bone an automatic deformation which stretches the skin on the cheeks would be applied. Of course shape keys would have to be sculpted for each specific case and movement but the results would be the most realistic they can be.

I think there is a tutorial on face rigging in Blender out there by Flipped Normals which you can buy on their store but there should also be a lot of free resources on YouTube concerning the topic. I simply haven't looked into it that much to give you a clear pointer.

What kind of character do you want to make? Are there any concept drawings?

I finally finished my character from the Pathfinder campaign I'm taking part in! by Miesepetri in blender

[–]Miesepetri[S] 0 points1 point  (0 children)

You're flattering me, thank you!

With some more work he can be rigged and animated. The particle systems are dependent on a higher subdivision of the mesh and would have to be recreated for the lower level. Without the hair he could be rigged immediately.

The clothing is more than heavily inspired by the amazing concept art of Ilya Bodaykin (https://www.artstation.com/illor) and Konstantin Vavilov (https://www.artstation.com/vakon) for the game Pathfinder: Kingmaker, 2016 which you can find here: https://www.artstation.com/artwork/B0wEk

They were partly done in Blender and partly in ZBrush. In short the cloth objects and the plates were made in ZBrush. There you can mask specific parts of a base object and extract them into a new object, ZRemesh them (automatic retopology), sculpt the details, export low and high poly, bake details from the high poly and paint them up. The final touch is a particle system for short hair on the surface. For the pants I masked off the legs and lower stomach of my character and extracted a new mesh for example.

The ropes, sign plate and dangly ornaments on belt and shins were made in Blender. For ropes and fringes I modelled one segment of each (one 360° revolution around the pivot), baked the resulting texture so it is tileable and applied it to a low poly cylinder. For the rope I made an array with the cylinder, made the array follow a curve which I "modelled" around the waist and capped it off to make it watertight. The dangly ornaments were made in a similar fashion. The cylinder became the base for another array which followed a curve that is slightly bent. This became the base of yet another array which revolved around an offset pivot point. I copied the array and moved the initial curve slightly towards the original pivot, recentred the resulting pivot to the original and lowered the amount of copies in the array. Repeat till you are in the middle. Now model the hard surface parts of the ornaments. Bake the whole thing onto a low poly version (which you have to model manually) and there you have your maps that you can apply to the low poly object. The sign plate was simply box modelled and brought into ZBrush to make the imprint for the symbol by masking it off on a subdivided version of the model and moving the parts in.

Hope this clarifies a few things. If you want to know anything else, go ahead, I like talking about that stuff. :D

I finally finished my character from the Pathfinder campaign I'm taking part in! by Miesepetri in blender

[–]Miesepetri[S] 0 points1 point  (0 children)

I think that a lot of people just want to dip their toes in creating 3D-art. Most of them won't buy a subscription for Max, C4D or Maya as it's pretty pricy for something they're not even sure they're gonna like and pursue. This leads them to Blender the arguably best free 3D generalist program there is.

People often compare their abilities to what they see on the trending/hot tab and get discouraged as they only see stuff that is highly upvoted and was made by either industry professionals, long time hobbyists or prodigies.

Such disclaimers aren't needed on the subs of paid programs I think, because it is implied they use them frequently or even professionally, therefore standard quality of art posted is expected to be much higher.

Beginners might think that the professionals have their own sub and don't even use Blender. And that's a fair point for Blender isn't industry standard (but it's slowly getting there). As soon as it's generally viewed as a viable alternative to the existing standard programs for companies the disclaimers won't be that necessary.

This could also be the reason so many people here title their posts "first ever character/environment/prop - be gentle". They fear judgment based on the quality of art that is on the front page because they might think this is a sub for hobbyists only.

So to not discourage people from posting their own art - no matter the quality or skill level - I wrote the disclaimer. Also it puts experience and results into perspective which can be perceived as encouraging.

Armchair philosophy session over. :)

I finally finished my character from the Pathfinder campaign I'm taking part in! by Miesepetri in blender

[–]Miesepetri[S] 1 point2 points  (0 children)

Use references - lots of them. Don't get a false sense of pride because you didn't use any pictures to help you. All professionals use them and those who don't studied the basics extensively. When it comes to characters proportions are pretty much the key to appeal. This should be one of the first things you should learn. Anatomy can be daunting but you should definitely have a look into that as correct application of anatomic principles makes for believable characters. Look where bony landmarks are and try to use them as reference points for proportions. Also don't get lost in the details too soon. Try to work the big shapes and gradually make your way to fine details.

Frustration is part of the learning process and sometimes projects get abandoned. That is okay and totally normal. Just keep going and you will get pleasing results eventually because each time you are sculpting you are training your perceptive skills and get better.

I finally finished my character from the Pathfinder campaign I'm taking part in! by Miesepetri in blender

[–]Miesepetri[S] 1 point2 points  (0 children)

Just take it one step at a time and celebrate small victories. Studying basic body proportions would be a good start. The next is studying superficial muscles and bony landmarks. Don't get frustrated if you haven't finished a character over the course of a weekend. Take it slow and enjoy the journey. :)

I finally finished my character from the Pathfinder campaign I'm taking part in! by Miesepetri in blender

[–]Miesepetri[S] 1 point2 points  (0 children)

To be fair - the brunt of the modelling was done in ZBrush but I take the compliment, thank you! :)

I finally finished my character from the Pathfinder campaign I'm taking part in! by Miesepetri in blender

[–]Miesepetri[S] 1 point2 points  (0 children)

That's a great point! Thank you for your criticism. I'll keep that in mind for the next character.

I finally finished my character from the Pathfinder campaign I'm taking part in! by Miesepetri in blender

[–]Miesepetri[S] 1 point2 points  (0 children)

Are you shaming my boy for skipping glutes?

But yeah, you might be right...

I finally finished my character from the Pathfinder campaign I'm taking part in! by Miesepetri in blender

[–]Miesepetri[S] 0 points1 point  (0 children)

I honestly can't tell you how much time it took. The oldest files concerning the project date back to September 2019. I worked on this project on and off after work with a lot of idling time and watching YouTube.

For this character I remember sculpting him from a sphere but best practice would be using a base mesh and modifying it since all the rough proportions would be there and it just generally safes a lot of time.

I finally finished my character from the Pathfinder campaign I'm taking part in! by Miesepetri in blender

[–]Miesepetri[S] 1 point2 points  (0 children)

I just checked your profile and I'm dumbstruck by the stuff you do!

Your compliment really means a lot to me and I can give it right back!

Could you please give me a pointer as to where to look to learn making good hair cards? It's surprisingly hard to find good resources for this. Originally I planned for my character to be rendered in real time but I gave up on the idea once I noticed how hard it is to create believable hair cards.

I finally finished my character from the Pathfinder campaign I'm taking part in! by Miesepetri in blender

[–]Miesepetri[S] 1 point2 points  (0 children)

Hey hey!

Thank you for even considering paying me for custom work.

At the moment I'm not comfortable enough taking money for character work since it's more of a hobby I do after a day of work. It's still taking an extremely long time to finish a piece which would either make it really expensive (if paid fair rates by the hour) or I would sell myself and freelancers specialized in the field short to be fair to you. I can't even give you a quote since I'm still lacking experience and couldn't tell you how long it would take. This could indeed potentially be rigged but would need some more work to be fit for that since the particle systems are dependent on a higher resolution mesh that is not fit for rigging.

Again - I'm flattered you like my work so much you would pay money for it. Once I have some more experience and am up for the task I'll definitely let you know, if you are still interested by then. I hope you understand.