[i]Decent stance, weak silhouette, we want to find a good looking Diablo[/i]
Revision are discussed, compared to the holotype:
[i]These iterations can be complex or simple depending on the experience and relationship between modelers and art direction. There are usually multiple revisions.[/i]
Another update(many iterations later):
[i]Sexy legs, looks more menacing, we need to remember the feet aren't like an elephant, when rigged we need control of individual toes.[/i]
We discuss theoretical muscle definition and position, talk scales based off of evidential skin impressions, even related families, next.
[i]More comments from art director, scale refinement, retopology, texturing, rigging for animation. Great artists make this all easy.[/i]
Then through some decent collaboration we end up with this:
[i]These are low resolution viewport images in Blender, not rendered and not even close to what you will see in Unreal Engine.[/i]
We've uploaded the animated model in UE5 on our YT channel. Here's a peak of the rig:
[i]For animators: there is a FK/IK switch, the eyes dilate and slit, the nostrils inflate, wiggle dynamics and more blendshapes.[/i]
We're working to include all these animation controls and implementations operating within Unreal Engine 5.
We haven't even touched on plants, general textures and foliage, but we wont bore you this time, we'll cover this in Development Diary 01.1 - Realism continued.
Here's the video link for Diabloceratops: [url=https://youtu.be/T6yjaWl2sac]Diabloceratops Reveal[/url]
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