“Hangry” Plant Monster

6 hours – 12k tri limit – 2k textures

  • Final Brief from 2017
  • Subsurface scattering – looked cool in my sketchfab test uploads so used it in the final, it’s applied to the whole model though I didn’t know how to mask it out. I only wanted it applied to the lips, tongue, vines, leaves and teeth, which is what I had masked out in substance.
  • Better understand how to mirror uvs + which ones to move out of 0,1 so bake has no issues
  • Using opacity with a ground plane for presentation
  • Think use of UV space could be better – there’s some empty space, need to find more videos/tutorials on laying out UVs
  • Around 3/4 hours was spent in the modelling stage, had some issues with the vines not unwrapping – had to redo that part of the model
  • Wasn’t enough time to really spend in the texturing stage, I only had 1hr 30 minutes after UV unwrap and layout. Even then I spent some time outside of the limit fixing bake issues and removing some extra details that didn’t work out.
  • It was a difficult brief, I can see why competitors continue to use it to practice.
  • I did finally learn about effectively mirroring uvs though and what you’re actually meant to do when you move the uv shells you don’t want baked out of the uv space

I didn’t have access to the actual concept art provided to the original competitors in 2017, so I had to use their models as reference.  I also did a quick sketch to use as reference for the pose/details I wanted in the model. I didn’t spend much time on the sketch since this was under time constraints and just for reference.

 

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