DEVLOG #03
I’m currently in the main bulk of production. I’m running a bit behind my original schedule, but it’s for a good reason. Balancing early morning cleaning shifts and managing ME while working remotely means I have to be really smart about how I use my energy (or spoons!). I’ve had to prioritise the fundamentals to make sure the core of the project is solid before I rush into the next stage.
I found it easier to break the model down into simple shapes first to get the form right. The first version of my base mesh looked like it was leaning too far forward, but after looking at the top of the leg, I realised why. Because I’d been so focused on the planar sculpting style, I had actually squared off some of the muscles way too much, mainly where the glutes meet the thigh, it was just going straight down like a pencil. If you look at your own leg, you'll see that’s not how it works. I decided to head back to Anatomy for Sculptors to check the muscle groups and figure out which shapes I needed to fix.
After adjusting these proportions, another thing I made sure to nail down this week was the character's scale. I’ve had issues in the past where my proportions drifted, which made importing clothes or getting the model into an engine later a total nightmare. I used the MeasureIt add-on in Blender to fix this. I dropped a reference block in (you can see it in the screenshots) to lock her height in at 5.42 ft. It’s a bit of a boring, technical task, but it’s a lifesaver for me. Now that I have a solid measurement, I know every piece of armour, weapon, and clothing I build will fit right the first time, so I’m not constantly fighting with the scale later on.
Sculpting: "Planar" vs. Final Detail
I’ve been refining the character’s form, I've been trying to stick to the hard planar and chunky aesthetic I’m aiming for. I’ve had to remind myself that the plana" look is a simply a sculpting tool, not necessarily the final surface. So with this in mind, I’m focusing on:
Volumes of the mesh. By this I mean I’m keeping the planes sharp. Mainly the cheekbones, muscle insertions, joints, this is because that's what catches the real time lighting better and makes the lighting overall pop. This is my first time trying this, I'm trying to steer clear from the 'smooth' look on everything.
Texture phase. I’m not focussing on the pore or wrinkles, or any other micro detailed. I'm keeping things simple, and clean. I will later let the hand painted textures do the heavy lifting for this character. I have however sculpted in some scars, this is so that when I come to bake my curvature and ambient occlusion in Substance and then transfer this to 3DCoat, it will be much easier to not only paint on, but also catch the light and make the hand painted texture pop in real time lighting.
One main piece of criticism I have for myself is that I’ve definitely spent more time on the body base than I originally planned. It felt like too much when I would be putting clothing over most of this or making it modular so some might not be seen. Honestly though, it’s a necessary anchor for me. Since I’m making this character modular, the base mesh needs to be perfect for everything else to sit on correctly.
My current workflow
I unfortunately don't have Marvelous Designer at home, so I’m splitting my time between home and the Games Academy. To keep things from breaking, or file loss etc, I've setup quite a solid system that's working great for me.
Version Control: I’m using Fork and Git for everything. Being able to pull my files at the GA means I have direct access to it, but I have to remember to always push so I can access it there. It has also proved to be a life saver as I can revert, recover or remove files quickly and easily without issues.
Trello acting as Jira: I’ve been using power ups and automation in my Trello board (Something learned from Leo (Our teams programmer in the last university module). By using automation to link my Git commits directly to my tasks, I can see exactly where I’m at without any guesswork. It’s working way better for keeping track of my sprints.
So what's next? Since I've officially blocked out the model, for the rest of this week I will be blocking out the hard surface items. This is the weapons, belt, armour and hat etc. I've already completed the rifle blockout (I'll likely have to lower the poly count on this when I work out what the total count is once everything is blocked, this is so things can stay optimised for Unreal). Over the next few days, I will be making sure that they sit flush with the body, and then I will be heading into the GA to finally give Marvelous Designer a test run, build my clothing and export this into Blender for sculpting planar creases etc. I will also ensure my mesh is optimised to export first by adding a decimate to lower the poly count, I only really need a simple base for my clothing, so all the detail for now isn't needed. I will be retopologising my mesh in a later week.
I've decided that I will hold off and push back retopology and UVs until I'm 100% happy with everything else with the base, clothing and hard surface gear.















