Creature Monster 1 + Var 1 for Roblox + Workflow [lowpoly, highpoly, texturing] / 5 days work or so
A 3D monster tasked to me by Roblox user. [RoKing / Infinite_Visions]
Goal was to make a mixture from the Demogorgon and Wampa Designs into something new inspired by both of them.
[Credits to the reference authors of these creature designs from Star Wars and Stranger Things].
I was responsible/tasked to make the new design/mixture and making the 3D model.
Check out the models in Real-Time here!
Monster 1: https://skfb.ly/o9HRu
Monster 1 Var 1: https://skfb.ly/o9HRB
Check out my Roblox Portfolio Shots here: https://www.deviantart.com/jamyzgenius/gallery/82476723/roblox-3d-props-portfolio
Part 1: https://www.deviantart.com/jamyzgenius/art/Monster-1-JFG-Roblox-Task-Part-1-913909748
Part 2: https://www.deviantart.com/jamyzgenius/art/Monster-1-JFG-Roblox-Task-Part-2-913909742
Part 3: https://www.deviantart.com/jamyzgenius/art/Monster-1-JFG-Roblox-Task-Part-3-913911927
My Roblox Profile: https://www.roblox.com/users/379272280/profile
Work time: About 5 days, made for the Roblox platform. Split in R15 Set-up, and uses a custom rig with skinning.
Note: the rig and skinning is extra, still learning it for the Roblox platform
Overall still learning about the Roblox platform and 3D modeling almost everyday. Characters and vehicles are not my strong, this task was great to practice this and get into making something new. Anatomy is something I am definitely not good at, expect many many issues. The rigging part was also tricky, this is my second skinned Roblox rig I had made so far.
I uploaded this workflow to share how I do these in case someone out there is interested or in the same path as I am currently. I am not a master of this and I make many mistakes but I just hope this video may help someone out there. I am also sharing the way I work which took me some years of practice to develop. If it did help you somehow, that makes me happy.
Thanks for watching and have a great day!
TimeStamp:
Intro:
Phase 2 - 3D Blockout - 00:00 - 01:26
Phase 3 - High Polygon Sculpt - 01:27 - 16:03
Phase 4 - Low Polygon Model - 16:04 - 20:45
Phase 5 - Texturing - 20:46 - 21:50
Phase 5 - Texture Set-up and Extras - 21:51 - 22:12
Phase 6 - Model Tweaks for Export and Additional review to the model - 22:13 - 26:15
Phase 7 - Experimental Rigging + Skinning [Many Mistakes] - 26:16 - 30:05
Phase 7 - Showing Experimental Idle Animation - 30:06 - 30:42
Phase 8 - Importing into Roblox Studio + Texture Variation Showcase - 30:43 - 31:26
Phase 8 - Skinned / Rigged Mesh Bones Pose/Anim Test - 31:27 - 31:57
Phase 8 - Final Showcase of Mesh Textures PBR and Non PBR - 31:58 - 32:25
Ending Thanks and Credits - 32:26 - 32:33
If you did read all of this, I want to share my workflow in more detail. This is what I do, but it depends on the project:
2) Work [Depends on task/project/job]
1) Pre-Production – Asking many questions about the task or project, or stating many areas from the same. Colors, materials, shapes, purpose, optimization [poly-count limit, max texture number, etc.] and more. Asking as much information as possible, almost like filling a tank with water before entering production. This one for example did not had poly-limit. I was free to choose final topology.
2) 3D Blockout – 3D basic shapes to get the overall shape and size, shapes will be very basic
3) High polygon and or sculpted model [depends from model or project] – This is the detailed high polygon model that I will use to bake textures into the low polygon model.
4) Low polygon model – The roblox in-game model un-textured. Things like UV unwrapping will be done here.
5) Texturing – Texturing the model [Sometimes I go back and forth between phases depending on the model and if it needs any tweaks].
6) Final tweaks – Final stuff that may need modifications, proper set-up for Roblox, slight topology modification, fixing any possible issues, etc.
If everything worked fine up to this phase:
7) Testing the model in-game via import and if the model needs to be sent to someone, Packaging .FBX model + texture/textures
Some tips.
It is good to practice some kind of organization with your scenes and files
Make sure also to use naming conventions when possible. It may save you some headaches later down the road.
Some common naming conventions I use [Habit made by working on Unreal projects].
T_ = Textures
M_ = Materials
SM_ = Static Mesh or your Static Model
Awesome addon for UV Unwrap for Blender called TexTools, get it now. Google it, it is free and awesome.
Remember to apply modifiers so you don't get weird faces or normal issues when importing to your game engines, fixes invisible faces too.
Check your baking settings in Substance if you bake. By using _high and _low correctly it can save you big time/headaches, plus you get to not need to explode your mesh every, single, time, [depends]. Be sure to read on this and practice a lot.
Have 3D fun!
I hope this helps, and have fun!
#roblox #robloxdev #robloxcommission #robloxcreature #robloxpbr
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