We should talk more about this, all of us... I work multiple jobs in gaming and entertainment in general so I burn out once or twice a year and I need months to recover. Screw that.
That's really neat tool to have,leads me to dig dipper into pixel proccesor. Great job
@alex if i had to guess, they just finished two back-to-back AAA games in the same franchise and some people are seeing it as a good time to transition without burning bridges? aka business as usual?
3D generalist Miriam Sarbu has presented her amazing experiments with photorealistic 3D photogrammetry scans, creative sculpting, and a bit of imagination. The artist shared her workflow behind her 3D concept art project Alienation.
Sculpting the texture of the skin and intricacies was probably the most time consuming part. I sculpted muscles, ligaments and veins over the entire female body. Again, easily done when the scan is of a high quality, you can practically see the muscles through the skin anyways. After this step I merged the Alien spine, ribs and tail into the female mesh. I used the same procedure as for the head to blend everything together. Afterwards I added an accessory, which was made using clay tubes and then preceded to add skin details. Sculpting the alphas, pores, imperfections, lesions and veins on different layers was a long process as you can expect.
Baking a diffuse and normal map, then taking these into KeyShot to render a matte, gloss, ambient occlusion and a main pass was next. In Photoshop I composited these by layering them on top of each other and quickly tweaked the values to get everything how I liked.
My sculpt was never intended for rigging, so starting with a posed scan I didn’t want to concern myself too much with poly count or the topology. To put it simply, it was great to just go wild and be creative without the restrictions. I kept the overall poly count below 100k as I didn’t want to wait an eternity for the render passes in KeyShot.