How I Textured This Monster For My Horror Game

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  • เผยแพร่เมื่อ 14 ม.ค. 2025

ความคิดเห็น • 44

  • @renaimatt
    @renaimatt ปีที่แล้ว +23

    The colors make it appear more fleshy than actual egg whites. Maybe there’s a fine balance between looking fleshy/bloody and still looking like egg whites. I know it can be difficult but you’re doing a good job so far.

    • @BoroCG
      @BoroCG  ปีที่แล้ว +9

      Haha well, while it's still an interesting thing to experiment with, I don't want them to look like actual eggs. Maybe like eggs from a horrific parallel universe. So it's the "between you and I" development pitch, which the player shouldn't actually see in Neonates. But yeah, I'll still keep it in mind, because it can bring a more interesting design result

    • @tristanmarler43
      @tristanmarler43 ปีที่แล้ว +4

      Hey to be fair when animals growing in eggs start to develop more those egg whites are going to end up having some veins running throughout and will probably have some red tones to it

  • @IrocZIV
    @IrocZIV ปีที่แล้ว +14

    I like the muted colors. I can imagine one hiding in a corner with its back to you, camouflaged with the ground, then turning to face you, the 'yolk' would grab your attention.
    Just had an idea, that may not follow with your vision, and would be difficult to pull off. The yolk is a squished eyeball, with the pupil just 'floating' around usually, then when you get its attention it locks onto you.

  • @MonsterJuiced
    @MonsterJuiced ปีที่แล้ว +1

    If you turn on real-time preview in unreal engine when previewing textures in the scene you'll notice things like roughness change quite suddenly so you see what it really looks like. In non-realtime usually reflections and roughness are stuck on their first immediate calculation which isn't adjusted for the rest of the scene yet and can appear to be too reflective or bright.

  • @jinxatron
    @jinxatron ปีที่แล้ว +6

    Looks good for a first step. I can see the eggwhite using some form of subsurface scattering to make them look more translucent, and I think adding some crust to the wound itself, and maybe some more detail would sell the effect better. I think overall the red can be a little bit darker and less oxygenated, and as others said make the wound look older, at least at the edges.

    • @bob-joe
      @bob-joe ปีที่แล้ว

      He should add a wetness to the skin and dirt around it so its dirty like its been in the forest and walked on dirt for a while

  • @gogurtbogurt
    @gogurtbogurt ปีที่แล้ว

    i always envisioned them having skin like the headcrabs in hl alyx

  • @Mr.-M-Studio
    @Mr.-M-Studio ปีที่แล้ว +1

    I was just wondering what are the other enemies going to look like ?

  • @tristanmarler43
    @tristanmarler43 ปีที่แล้ว

    Would love to see some veins added to these guys like a developing egg, I think that would really add some creepiness and just some more variety in the details

  • @notbillymays
    @notbillymays ปีที่แล้ว

    "backface cooling"

  • @LetsDoItGuy
    @LetsDoItGuy ปีที่แล้ว +2

    I really think you should bake the High poly model onto the LOD0 model as it gives you way more definition than only normal maps. It can give you ambient occlusion, curvature and thickness maps which further enhance the detail of your low poly model and also work well with adding details with generators and filters in painter. As it is now by baking the normal maps in blender you can only get a certain level of detail based on the resolution of your low poly mesh whereas in substance yoachieveve a higher level of detail through textures. At this point all you gotta do is just export your high poly model and just bake the maps on your current substance file and re export the textures. The weird reflections you got in UE is most probably because of the blender normals as that normal map does not have the more detailed ambient occlusion and normal maps from the High poly bake to give it proper reflection and shadow information, if that makes sense. Hope this helps!
    P.S.: As a beginer in Unreal Engine it would be a good habit to post your videos on the Epic Learning Hub for Unreal Engine so you can get more nuanced help and advice from a bunch of people in the games indusrty.

  • @Alexgudmusic
    @Alexgudmusic ปีที่แล้ว +1

    I can’t wait to play your game. Also, would love to see more art videos😊

  • @Moonguy13
    @Moonguy13 ปีที่แล้ว +10

    Awsome!! But i miss the yellowness. Now it look more fleshy and less sleazy

    • @BoroCG
      @BoroCG  ปีที่แล้ว +2

      Hmmm will keep this in mind

  • @JohnWesleyDavison
    @JohnWesleyDavison ปีที่แล้ว

    The "Yolk" it would look cool if it had that artery and vein in gel look like chicken egg with an embryo. The red parts might look better with patchy yellow and brown. Like a week old bruise. Maybe some dark veins. Horror monsters always have dark veins.

  • @sutixela
    @sutixela ปีที่แล้ว +1

    Very cool man x) your work is awesome

  • @efs3
    @efs3 ปีที่แล้ว +2

    Looks great so far! The thing that sticks out the most to me is that the fleshy part on the chest ends a little too abruptly at the top, hence the swimsuit type look. Other than that I like how the new textures draw more attention to the egg yolk. Good job!

  • @mendeleev_9H2PDsgXu7NmphCUEH
    @mendeleev_9H2PDsgXu7NmphCUEH ปีที่แล้ว

    I can`t wait to play The game in VR 90 fps 4k.

    • @BoroCG
      @BoroCG  ปีที่แล้ว +1

      Totally 100%

  • @AllExistence
    @AllExistence ปีที่แล้ว +3

    Maybe adding some dirt on the wound, to make it look old instead of fresh would look better? Or mix of old dry blood and fresh oozing blood.
    And some thin blood streams lines down the legs.

  • @jackryan8588
    @jackryan8588 ปีที่แล้ว

    Hey, you might want to make the same material and use material parameters and material instances to save up on draw calls.

  • @Woadda
    @Woadda ปีที่แล้ว

    I would have imagined that the part where the abdominals are was also part of the body and not the fleshy area, maybe that would give a compositional touch to the character's aesthetics and it would not look like the German flag, joking aside, great job!!! I really enjoy your videos and especially seeing how the project is taking shape, it looks very good!!

  • @R0w4nH0pk1ns
    @R0w4nH0pk1ns ปีที่แล้ว +1

    oo I've been waiting for this.
    I think there's a few shader tricks you could use in unreal for the goopy look as well as the particles (off the top of my head take a similar approach to water and have normal maps move across the x and y on top of your normal maps.)
    I am forever using the wrong controls for different softwares.
    A passing thought but it might be worth adding a mask for all your layers together using just one of the grunges with a seed to create a couple of slight variations of the texture with very little extra work
    Reimport him in a T-Pose to bake your textures (or just the ones you need)
    had a good lil giggle at looking for triplanar because i did the exact same thing, it's weird to me it's inconsistent in substance.
    The stomach looks a little odd to me being a flat colour, I'd break it up with some of the skin or add in some white fleshy parts that you see in muscles.
    I also echo the yellowness sentiment someone mentioned, it gave infectious vibes i guess.

  • @bo2_435
    @bo2_435 ปีที่แล้ว +7

    Ooh, that looks awesome. I think continuing the skin material part down to the abs from the chest will make the pattern a bit more balanced.
    Maybe it's woth it to experiment with different colors in 2d painting first? Like render a shot of guts and texture masks and try on different color schemes with the forest in the background?

  • @AllExistence
    @AllExistence ปีที่แล้ว +4

    Maybe separating the edges of the wound from skin would make it look better. With normals and colors in the texture.

  • @lavallion7471
    @lavallion7471 ปีที่แล้ว

    Heyy Boro it's me again! You can remap the controls in substance to the Blender controls! It's so much easier jumping between them then.

  • @Ezdorg_main
    @Ezdorg_main ปีที่แล้ว

    maybe some types of this guts will be cool

  • @dasihanbeonmalhaebwa
    @dasihanbeonmalhaebwa ปีที่แล้ว

    they look like gibdos from tloz: tears of the kingdom

  • @notmychannel167
    @notmychannel167 ปีที่แล้ว +2

    hello big fan of your channel I have been watching your videos for a while now I am from the UK and also a gamer but I was thinking for the forest scene maybe change the lighting and make it darker that will probably make the creature look creepy as well

  • @mezozoltan1
    @mezozoltan1 ปีที่แล้ว

    Are you ever going to try making the monsters limbs disconnect when they get shot or are you just gonna stay with bullet wounds?

    • @BoroCG
      @BoroCG  ปีที่แล้ว +1

      Will see about that, you gotta understand this is survival horror, not a shooter. Disconnecting limbs may work against the feeling of powerlessness etc.

  • @AlGny2
    @AlGny2 ปีที่แล้ว

    is there a way for me to work with you
    im free of charge and i just want to gain experiance

  • @jonWithaBlog
    @jonWithaBlog ปีที่แล้ว

    Boro a Death's Dyanmic Shroud fan??

  • @dietrichwolf8189
    @dietrichwolf8189 ปีที่แล้ว

    a little bit too much red for my taste, maybe paint the rectus abdominis white/skin color as well?

    • @BoroCG
      @BoroCG  ปีที่แล้ว

      Yep, already did

  • @AllExistence
    @AllExistence ปีที่แล้ว +2

    You need blood splatter and some reaction to being shot. And i mean physical reaction, not pain.
    That would make shooting far more satisfying and realistic.

    • @BoroCG
      @BoroCG  ปีที่แล้ว +2

      Totally, will do particles and extra decals at some point

  • @TheLastSummerRain
    @TheLastSummerRain ปีที่แล้ว +4

    You should add ripped clothing on them, being they look like they used to be humans. And that would make them all look somewhat different, maybe have the textures for the clothing be random on unreal engine. :o

  • @rickysargulesh1053
    @rickysargulesh1053 ปีที่แล้ว

    Did you find a way to improve performance with Megascans assets since you went back to those? Also H.R. Giger not Geiger. Geiger was the inventor of Geiger counter. The "he looks like he fell asleep at the beach" comment cracked me up. Kind of entertaining to see how everyone runs into the same problems when using Substance

    • @BoroCG
      @BoroCG  ปีที่แล้ว +1

      Will make another vid about performance, but long story short - Overdraws. Amount of polygons doesn't matter, but the amount of layers of tiny surfaces overlapping each other is a big deal

    • @rickysargulesh1053
      @rickysargulesh1053 ปีที่แล้ว

      @@BoroCG Cool can't wait to learn more about it :)

  • @Vex.gamedesign
    @Vex.gamedesign ปีที่แล้ว

    👍👍👍👍

  • @infectioussneeze9099
    @infectioussneeze9099 ปีที่แล้ว

    Have you thought about hand painting the whole texture in the realistic style you went for 7 ish years ago? I've tried procedurally texturing creatures and you can only go so far (or I'm just too noob for substance) but I think your hand painted texturing can go a far way. And checking back on the uploads, your old youtube videos from like 7 years ago are gone, what happened?