freddie – 16

i hope you all had a nice holiday 🙂 … i managed to work more on my game, mostly coding, since i am still very slow with it… but today, i worked on a new enemy, as i want some different way of movement in the game. so, he will come in level 5, i think, and he is not walking but jumping. here is a screenshot within blender, where i had just rigged him, and tried out the weightpaint if it works with the intended poses…

freddie_24

i really like, that due to the game making, i am learning how to work quickly and efficiently. this guy took only 3 hours, sculpting from scratch in zbrush. then i zremeshed thim from 7 mill down to 5000 polygons. then i made polygroups for the uv islands in zbrush, goz to blender to use those polygroups for uv making. and arranged the uvislands to use best space. back to zbrush, i painted the texture, and sculpted detail. here i noticed i have not enough polgones on the head. so, i bring back to blender, selected the face and subdivided this once. yes, this made an ugly border of polygons, but i had chosen this border away from the uv seam, and in an area that will not move in animation. then i brought back this mesh, that now had 7000 polygons, to zbrush, and let zbrush project the details back to this higher mesh… then i finished sculpting detail and texture paining in zbrush, and finally calculated normal map and occlusion map and texture map and back to blender. … all this was only 3 hours 🙂 … then i first tried that the maps and the lowpoly works well in unity, and it does. then i made a rig and skinned it to the mesh, and the image shows one of my tests for the rig 🙂 … and, yes, as you can see there is still some fixing needed with the weightpaint, as the mesh at the neck is stretched in this pose…

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