I added emissions to the astronaut and comet to recreate fire. I was inspired by this tutorial [Low Poly fire particle system] to make it look low poly so the style stays consistent.
Import all the files with Read nodes. Add a Keylight node and on the right side click the color pipe and select the green screen. Change the view to Screen Matte to see the result in grayscale values. This way is easier to control the amount of green without altering the character too much. Add a Roto node and mask the character. Merge the mask and the background with a Merge node. Change the View to Final Result . The background is too big for the screen format. To fix this add a Reformat node. Lastly, I corrected the colour of the character to make her fit better in the background's lighting.
MUDBOX The first thing is import the the objects in Maya, in this case a low poly bridge. Delete the history and attributes and send it to Mudbox ( File > Send to Mudbox > Send as new scene ). Under the Select/Move Tools Tab click on the Scale tool and scale it 10x10x10, because the scale is different between Mudbox and Maya. Increase the Subdivision levels up to 5 with Shift+D . Create a new sculpt layer. Now we can start carving. Select the sculpt tool and some stamp, increase the Strength to 100 and make the size pretty small. Activate Invert Function and start carving the stones. After that I added a granulated texture with a very big brush and weak strength. Then import a rock texture for the stones and set it as a stencil or stamp. Under the Paint Tools tab select the Projection and start painting. Oh, and do this in a new diffuse Paint Layer . In a new Specular Paint Layer paint with the Paint Brush black where it is not shiny and whit...
We're gonna have to make animation trees in Unity once we start building in the assets and characters and everything, so I made a small list of the things I think I may need to animate soon. Astronaut's animations: hit dead shoot movement Enemies' animations rotate Boss: lights to spikes Also I kept modeling stuff! The astronaut's backpack and the astronaut. I really like how the backpack turned out. Then I made a quick comparison of the astronaut's head in 3 mode and I did not dislike it at first, so I was unsure of how to leave it. But I sent both models to Unity to compare them in the Unity render with the Unity's lighting and the first one looks better, since it's more consistent with the low poly style.
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