Similar to how Lucario was given a more well realized 3D treatment with Smash Bros, I've wondered what some of these Pokemon could look like with UE4 physically based shading, LPV, APEX cloth, particles, and whatnot. I also wanted to learn and experiment with using these new techniques to improve and push the visual quality of games with a more cartoon style.
My first character will be based off of a Karmeleon, donning a bandanna and ripped pants held up by tie-down straps. The character will be modeled in Maya 2014, and the clothing will be made dynamic with the APEX clothing plugin tool. Because Karmeleon has a flame-lit tail, I will be animating the flame directly onto a sprite sheet in Photoshop. All this will be imported into UE4 for the shaders to be built.
Goals:
- Preproduction sketches for proportion and final design
- Apex cloth for ripped pants, holding straps, and realistic deformations, if possible
- A low-poly model rig prepped for animation
- Fully realized shaders, including a subsurface skin/claw/clothing, dirt textures, and if possible, Z-brush. Would like to attempt deeply refractive eyes.
- Animated fire VFX with particles in UE4
- Screenshots in UE4
NOTE: PROJECT IS ON HOLD
I need to purchase a retopology software in order to continue using this project. I'm thinking 3D Coat, which is what I was originally trained on.