Following this , I had to model a sword for my character. It needed to have a design most befitting for a knight. The first iteration of the sword was heavily influenced by fantasy, not reflecting the realism I wanted to portray for the overall design of the character.
From watching the video, I learned that swords of the 15th century were sharp at the tip to ensure piercing of the flesh. I laughed afterwards as I realised how blunt of a sword the previous version was.
And Voila:
I found the armour most challenging to unwrap. This was because there were so many components to the armour, that I found myself at time s confused about which parts are which. However, I pelt mapped and relaxed in order to get the best results possible.
Following this process, I needed to lightmap my knight to import into UE4. this wasn’t a challenging task per se, but it was a tedious process to have to unwrap again.
Once the albedo maps were completed, I made haste to complete the metalness maps a well.
She was right the roughness map highlighted the majority of the armour and sword properties. I had to research upon the material properties of steel to create an accurate portrayal of 15th century armour. In the end, I feel I had a decent set of roughness maps, applying the right values to the various materials.
Over the course of the project I had sculpted the face details using Zbrush. Doing so helped me improve my skills using the software. More importantly, using Zbrush allowed me to portray a sense of beauty in the female knight; a concept that Mike wanted me to accentuate in my re-submission.
I moved onto polypainting her face afterwards. i payed close attention to the colour zones of the face, using red, yellows and blues were appropriate. As seen in the reference image below
With the help of my peers, Hannah Mcmillan, Rachel Cox and Kat Unsworth , I came up with the idea to bake in 3ds max. Unfortunately the process didn’t work, however it brought me closer to finding the root of the issue. The boxed materials were not in the same place and the head unwrap had errors.
With the help of Olivia Davy and Marietta pickering , I came up with the idea to use the low poly head in zbrush, unwrap it in 3ds max and bake it down in x-normals.This worked aligned perfectly and the bake was a complete success.
Here are the final renders of the character:
Hazaar!!