Today I started to model their suits. The idea is to have only one used for both Thomas and Guy, including their variation in height. The suit will be similar to the ones they used in the film Tron Legacy.
I opened up Zbrush with a human basemesh and used mainly the smoothing brush and clay build up to get into a more robust/simple clothing.
After masking the Light Parts and extracting it as a different subtool, I made some small details to the clothing, so the wrinkles would appear in the normal map bake.
The end result was decimated and ready to be imported back into Blender.
The low-poly version was created with zRemesher up to 2.5k polygons, I also painted the areas that I wanted to have more details conserved using the vertex paint enabled in the option. The final result was OK for texturing and animating, but not ideal.
Here's a pic of the seams and UVs.
The island margin was also set to a high number to prevent further artifacts in the baking from Substance Painter. Still in Blender, I assigned different material colors to the high poly mesh to generate a ID map. That was essential for generating quick masks within Substance Painter.
After that I imported it back into blender for animating and composing. The lights over the chest is imported as a separated emission map after in the Sketchfab materials tab, so I'll probably upload them as a WIP here to check the overall lighting and how the textures will behave in a different shader. Within Substance I used their default roughness profile.
Thats it for today.