This is only mu humble opinion, but I feel the face-mask effect would be more unsettling if the skin was a little bit offset, as if it was a little bit too loose for its "host". The eye holes shouldn't be perfectly aligned with the eyes. There should be creases in odd places, loose skin in some areas but tight skin in others. The nose bridge should be bent or crooked since there is no more cartilages to hold it straight. Maybe even a hint of the host's jawline through the man's cheek? And the mouth should reveal the host's teeth at some point too! Anyway, just some ideas. :)
I’m so happy you liked the fan art! I’ve been really inspired by your creation here, and to have influenced your model is crazy humbling. Yes! The piece I did is 100% digitally painted, no 3D or reference material other than your concept sketch. Your art tutorials have helped my painting abilities a ton, I believe I couldn’t be where I’m at now without your channel. Definitely made my day, keep up the great work on this vision of yours!
hearing his thought process out loud really helps if you're a beginner, seeing what he avoids doing and knowwing the reasoning behind it is literally just learning from a mistake that you were gonna do anyway lol
25:20 i reckon you put reflector discs into the eyes so they glint when looking at a player, bit like a transparent emission material, super simple, super creepy. That way the goat eye centers pop during closeups. All the discs shaders would have to do is be tinted to the nearby light colour.
i love how this guy is looking right now an idea I had while you zoomed in on his hands is, that you could include some kind of "old man wrikles" on the back of his hands and maybe some kind of ring if he is / was married (I have to think of my own grandpa and his big hands which were covered in scars and injuries he gained while working at his farm) Anyway i love your art and its always very interesting to watch the progress :)
Wow. A lot of your 2D skills are really shining through. Like when you have to draw in stuff that's missing, or just knowing what the wrinkles on the pants should really look like. Subtle, but makes it way easier. I remember kids who were learning this in school (with worse tools of course) found it pretty daunting and time consuming--they just weren't great overall artists yet. Sick work.
I just wanted to say, that you are my favorite youtube artist, and that your videos are very good, as I like a lot ofthis project, (I wanted to make a silet hill 1 remake, just a feeling. hahaha )
I hope we will get to do this process for some of the other witnesses, I recently rewatched the concept sketch video. This series and seeing the new Avatar trailer have reignited my love of world-building. I'm super excited to see witnesses based on other fears. The one that won't leave my head is the fear of obsession/mental decline. Witnesses that just endlessly follow the larger creatures with their heads turned upward, long matted hair tangled with underbrush clothes hanging off them because they've lost so much weight.
I really love how this is turning out so far! The opening of the pants part looks a bit odd though with the way it sticks up. It would help them look older and more worn out if those parts were either folding over or bunched up and falling down a little bit. And/or you could have the wife beater shirt overlapping them a little bit like it had been pushed out of its tucked in position some by the second torso. That might also help it come across more like the bottom of a shirt instead of the top of underwear
The new direction with the eyes bugging out takes away from the face looking like a a skin mask. Now he looks more alien than monster, maybe that's what you're going for.
YES YOU CAN. You can use a shader mix with an emission shader to show the wireframe. It's commonly used to showcase the topology in portfolios. It's easy to find, can't remember right now
8:44 yea its very symmetrical, too, so maybe a little rotation to the "back" sticking out would help, maybe even continue the skin into the shirt like its more of a skeletal structure inside skin the wrong way.
6:50 lately i've been working with almost SCENE lighting, or even some fun thematic coloured lights when sculpting to really SET THE MOOD as it was. Oh man! talk about helping me feel the mood, never knew just having mood lighting would influence me to sculpt in such a true to theme way.
God, this is still horrifying, great job! Why are old people so scary and alien to begin with? Especially farmers, what are they doing in those fields all day?
Hello boro! I'm here for a little tip for face's retopo: don't use quad remesh on face or body, because it' ill be harder when u want to animate those parts. the meshes will deform In a really odd way and it' ill be too tedious. Source: My experience xD. I'm creating a videogame by myself :) and I met this problem a while ago
Before you spend another 2weeks on this charater model details that you may or may not see while playing the game. consider sketching out the entire game start to finish. The locations, tone and artstyle. And look for the type musik you wanna have in the game
looking at the intersection of the neck of the hugger and the chest of the old man I wonder if there is some interaction between these elements. is the huggers neck pushing the old man's ribs outward? or is the hugger crushing the old man's ribs? or has the hugger shattered the ribs? the angle of the old man's ribs might change depending on the answer. i think it might be interesting if the "head" of the hugger was under the ribs of the old man, pushing the ribs out, creating a distributing distorted arch over the shoulders of the hugger
Hey Boro, just wanted to let you know, don't worry about the "wholes" and having different intersections if they are between different meshes. In the baking software it's possible to have them bake separately so you won't get artifacts and normals won't bleed to separate meshes. So for example the shirt will never bake on top of the creature's spine etc. Cheers
Wouldn't it be more interesting if this second body was inside the farmer's body? It would be like a belly but with bone details exactly like someone's back, I personally think it would be a lot scarier and "repulsive", I figured this concept was the original idea. I don't want to belittle your art, it's all very beautiful and you have great ideas, I just wanted to share this thought.
Cool thought, thank you! But no, it was always the idea to have someone else fused with the farmer, not being inside of him. While it's interesting as well, I feel like the inside version would be a lot less legible and sort of messy, confused with pregnancy. Which is not the point, it should be actually someone else hugging him.
22:30 i would say making them a raised rectangle would be enough. Things like dirt and moisture can really mess with stuff crusting up and sticking togeather.
10:10 you could take the sticking out torso and rotate it into position for the actual torso, then "BLEND" then togeather or merge but with more of a skin strech to the main body from the "front back"
Hey Boro, the buttons on the flannel are a little off. the first three are on one side of the shirt and the rest are on the other side. Love the character!
This is just a personal suggestion. I don't know if it would fit your asthetic. But, I would suggest having one of the "victim's" hands penetrating the back of the shirt, just grasping the open air, reflexively, (in pain, or futile desperation). I think it would help break up the symmetry. And, it could help tell more of a visual story about what is happening to the "victim". I think it would suggest that what happened to the character is still an ongoing process. Without it, what's going on under the shirt seems a bit too ambiguous.
21:17 that brush but inverted would work well for the under knee area Oh did you know holding different CTRL or ALT or SHIFT button combinations change how the brush works? I think ALT inverts it.
You talk about LOD but then mentioned Unreal Engine 5. Doesn't Nanite take care of that so you just import your full resolution models into Unreal? I haven't looked into it completely but that was my rudimentary understanding of what Nanite does.
Nanite only works with static objects for now. Even a tree with bending leafs won't work. Though there have been some demos of a future UE5 update that showed Nanite working with a somehow moving tree, I still suspect it has certain limitations when it comes to bending surfaces. So I'm not counting on Nanite with character design at this point
@@BoroCG Oh right, yes! I knew that and had forgotten it. I'm curious about this update you mentioned now, though. I have to work my way through all those videos they've been putting out.
In my opinion you made him look a little too much like a regular old man in the face (beyond the shape of the pupils). Like, the way the plumpness of the forehead is structured can easily be misconstrued as unintentional if noticed at all. The way it was before stuck out more and made it seem more intentional. Maybe do something to make him look more unsettling in that regard, such as sinking the nose into the face to further compliment the top half of the face's bloated look.
Should the torso of the farmer be tilted a bit backwards like a pregnant woman or like a overweight person like in your side-view sketching ? Probably useless but your clothes are missing some pockets x) even on the shirt I think
This is only mu humble opinion, but I feel the face-mask effect would be more unsettling if the skin was a little bit offset, as if it was a little bit too loose for its "host". The eye holes shouldn't be perfectly aligned with the eyes. There should be creases in odd places, loose skin in some areas but tight skin in others. The nose bridge should be bent or crooked since there is no more cartilages to hold it straight. Maybe even a hint of the host's jawline through the man's cheek? And the mouth should reveal the host's teeth at some point too! Anyway, just some ideas. :)
I’m so happy you liked the fan art! I’ve been really inspired by your creation here, and to have influenced your model is crazy humbling.
Yes! The piece I did is 100% digitally painted, no 3D or reference material other than your concept sketch. Your art tutorials have helped my painting abilities a ton, I believe I couldn’t be where I’m at now without your channel.
Definitely made my day, keep up the great work on this vision of yours!
Thank you Stickly!
Does anybody else really enjoy his diction? I find listening is just as fun as watching the art
I sometimes criticize my own art out loud, in Borodante's voice. No lie! It actually really improves my art, doing this. Try it.
hearing his thought process out loud really helps if you're a beginner, seeing what he avoids doing and knowwing the reasoning behind it is literally just learning from a mistake that you were gonna do anyway lol
25:20 i reckon you put reflector discs into the eyes so they glint when looking at a player, bit like a transparent emission material, super simple, super creepy. That way the goat eye centers pop during closeups. All the discs shaders would have to do is be tinted to the nearby light colour.
this is a great idea!
i love how this guy is looking right now
an idea I had while you zoomed in on his hands is, that you could include some kind of "old man wrikles" on the back of his hands and maybe some kind of ring if he is / was married (I have to think of my own grandpa and his big hands which were covered in scars and injuries he gained while working at his farm)
Anyway i love your art and its always very interesting to watch the progress :)
Cool ideas
Oh liver spots too... super common on old people hands
I actually thought that he had no eyes, just empty eye sockets, I think would be waaayyyyy creepier :)
its always so interesting to see these progressions :))
I'm very insterested to see the texturing part !
Wow. A lot of your 2D skills are really shining through. Like when you have to draw in stuff that's missing, or just knowing what the wrinkles on the pants should really look like. Subtle, but makes it way easier. I remember kids who were learning this in school (with worse tools of course) found it pretty daunting and time consuming--they just weren't great overall artists yet.
Sick work.
The way I enjoy these First Witness videos 🔥 keep em coming!
YOOO that cloth brush is so cool!! i need to pick up blender again and try it out for myself this could make dope references and assets
It's so good
The death screen could say “it’s ok grandpas here” or “I’ve got you, your safe”.
I just wanted to say, that you are my favorite youtube artist, and that your videos are very good, as I like a lot ofthis project, (I wanted to make a silet hill 1 remake, just a feeling. hahaha )
why am I so invested in this?
I was so exited waiting for this video! I love the characters!
I hope we will get to do this process for some of the other witnesses, I recently rewatched the concept sketch video. This series and seeing the new Avatar trailer have reignited my love of world-building. I'm super excited to see witnesses based on other fears. The one that won't leave my head is the fear of obsession/mental decline. Witnesses that just endlessly follow the larger creatures with their heads turned upward, long matted hair tangled with underbrush clothes hanging off them because they've lost so much weight.
omg the method how you added those clothing details is so insanely helpful 17:47
I really love how this is turning out so far! The opening of the pants part looks a bit odd though with the way it sticks up. It would help them look older and more worn out if those parts were either folding over or bunched up and falling down a little bit. And/or you could have the wife beater shirt overlapping them a little bit like it had been pushed out of its tucked in position some by the second torso. That might also help it come across more like the bottom of a shirt instead of the top of underwear
I hope you keep recording your process! I'm loving seeing everything and the tips are so helpful as a beginner!
cant wait to see the texturing!
The new direction with the eyes bugging out takes away from the face looking like a a skin mask. Now he looks more alien than monster, maybe that's what you're going for.
It's looking sooo good. I'm in awe.
YES YOU CAN. You can use a shader mix with an emission shader to show the wireframe. It's commonly used to showcase the topology in portfolios. It's easy to find, can't remember right now
Amazing, love how witnesses are coming up, weird Ideation but I m into it ✨✨✨✨
awesome, as a uni student studying in games, this helps so much to see game creators work pipeline, please keep us updated!!!!!!
The Frog Witness. All slimy and creepy.
It's a beautiful sculpt, so much detail.
I absolutely love this design! He really looks unique. Can't wait to see how this turns out!
This is a really good series, I appreciate the tips on the cloth brush.
8:44 yea its very symmetrical, too, so maybe a little rotation to the "back" sticking out would help, maybe even continue the skin into the shirt like its more of a skeletal structure inside skin the wrong way.
In order to preserv asymmetry, I recomend dirt. Unevenly dirty knees, sleeves and ass could work really well.
You could put red or yellow at the edge of the pupils, I think that would look cool. Either way, do what you want:)
Are you going to do the second witness too or is it too spoilerish?
Edit:also love your work
There will be a few more done, and not only Witnesses, but the more important guys too
Boro Dante... you are great.
Hi from Paraguay
6:50 lately i've been working with almost SCENE lighting, or even some fun thematic coloured lights when sculpting to really SET THE MOOD as it was. Oh man! talk about helping me feel the mood, never knew just having mood lighting would influence me to sculpt in such a true to theme way.
That said, even just setting up appealing/comfy lighting can make it way more enjoyable than expected.
God, this is still horrifying, great job!
Why are old people so scary and alien to begin with? Especially farmers, what are they doing in those fields all day?
Hello boro! I'm here for a little tip for face's retopo: don't use quad remesh on face or body, because it' ill be harder when u want to animate those parts. the meshes will deform In a really odd way and it' ill be too tedious.
Source: My experience xD. I'm creating a videogame by myself :) and I met this problem a while ago
It’s turning out amazing, Boro! Keep up the great work.
10:16 amogus
Haha that's the impostor
Before you spend another 2weeks on this charater model details that you may or may not see while playing the game. consider sketching out the entire game start to finish. The locations, tone and artstyle. And look for the type musik you wanna have in the game
looking at the intersection of the neck of the hugger and the chest of the old man I wonder if there is some interaction between these elements. is the huggers neck pushing the old man's ribs outward? or is the hugger crushing the old man's ribs? or has the hugger shattered the ribs? the angle of the old man's ribs might change depending on the answer.
i think it might be interesting if the "head" of the hugger was under the ribs of the old man, pushing the ribs out, creating a distributing distorted arch over the shoulders of the hugger
i need to play this game
10:02 It will never go away, will it?
Hey Boro, just wanted to let you know, don't worry about the "wholes" and having different intersections if they are between different meshes. In the baking software it's possible to have them bake separately so you won't get artifacts and normals won't bleed to separate meshes. So for example the shirt will never bake on top of the creature's spine etc. Cheers
The intersections part was an aesthetic choice
Wouldn't it be more interesting if this second body was inside the farmer's body? It would be like a belly but with bone details exactly like someone's back, I personally think it would be a lot scarier and "repulsive", I figured this concept was the original idea.
I don't want to belittle your art, it's all very beautiful and you have great ideas, I just wanted to share this thought.
Cool thought, thank you! But no, it was always the idea to have someone else fused with the farmer, not being inside of him. While it's interesting as well, I feel like the inside version would be a lot less legible and sort of messy, confused with pregnancy. Which is not the point, it should be actually someone else hugging him.
@@BoroCG Got it, I can't wait to see what else you have in mind.
inflate deflate faces - in editmode is ALT + S (scale along normals) ;)
22:30 i would say making them a raised rectangle would be enough. Things like dirt and moisture can really mess with stuff crusting up and sticking togeather.
10:10 you could take the sticking out torso and rotate it into position for the actual torso, then "BLEND" then togeather or merge but with more of a skin strech to the main body from the "front back"
Hey Boro, the buttons on the flannel are a little off. the first three are on one side of the shirt and the rest are on the other side. Love the character!
Thanks! The buttons are actually correct if you think about how buttons work
@@BoroCG Oh my god I can't believe I didn't realize that 😂 Thanks for the reply!
11:00 most people would make the sheet of cloth then explode it to get those tatters with a simulation.
26:59 you could add pockets to the pants
10:02 AMONGUS
29:55 PLUS you can come back later and add more, or replace the character entirely.
27:22 the skin wrinkles on the face need a that exaggeration, maybe secondary wrinkles for that extra push.
5:40 gotta really BULDGE those eyes lids like its pushing out the mess
This is just a personal suggestion. I don't know if it would fit your asthetic. But, I would suggest having one of the "victim's" hands penetrating the back of the shirt, just grasping the open air, reflexively, (in pain, or futile desperation). I think it would help break up the symmetry. And, it could help tell more of a visual story about what is happening to the "victim".
I think it would suggest that what happened to the character is still an ongoing process. Without it, what's going on under the shirt seems a bit too ambiguous.
21:17 that brush but inverted would work well for the under knee area
Oh did you know holding different CTRL or ALT or SHIFT button combinations change how the brush works? I think ALT inverts it.
10:01 AMOGUS
10:15 😳
27:55 NEXT: to learn about "MATERIAL MAPS" :D for applying multiple shaders in specific areas.
How long do you plan your game to be ? Will your hire a team?
Perhaps the eyes should be sunken in so you can't see them, just totally dark and hidden what do you think?
Hey Boro, mind if you share some affiliate links to things you use?
I couldn't find the PC, know you've talked about it previous chapters but no luck.
the torso looks like amongus
6:09 so are we going to be using the CLOTH BRUSH on the skin too today?
You can press Alt+S to inflate mesh along normals)
Thank you! I KNEW there was a shortcut for that!
10:10 AMONG US
why is there a fallout 76 ghoul lookin thing bear huggin this old man
5:52 Eyehole man get out of here with my eyeholes
10:16 amoongus
At 10:16 it gets kinda sus ngl
I know nothing about this but think the front edge of the pant would fold away and down.
10:02 sus
You talk about LOD but then mentioned Unreal Engine 5. Doesn't Nanite take care of that so you just import your full resolution models into Unreal? I haven't looked into it completely but that was my rudimentary understanding of what Nanite does.
Nanite only works with static objects for now. Even a tree with bending leafs won't work. Though there have been some demos of a future UE5 update that showed Nanite working with a somehow moving tree, I still suspect it has certain limitations when it comes to bending surfaces. So I'm not counting on Nanite with character design at this point
@@BoroCG Oh right, yes! I knew that and had forgotten it. I'm curious about this update you mentioned now, though. I have to work my way through all those videos they've been putting out.
It look like Freddy Krueger
In my opinion you made him look a little too much like a regular old man in the face (beyond the shape of the pupils). Like, the way the plumpness of the forehead is structured can easily be misconstrued as unintentional if noticed at all. The way it was before stuck out more and made it seem more intentional. Maybe do something to make him look more unsettling in that regard, such as sinking the nose into the face to further compliment the top half of the face's bloated look.
Should the torso of the farmer be tilted a bit backwards like a pregnant woman or like a overweight person like in your side-view sketching ?
Probably useless but your clothes are missing some pockets x) even on the shirt I think
Gotta get the model done before you pose it lol
farmer's preggors
10:16 that lookin a little s u s
10:15 Sus?
10:02 oh jesus fucking christ is that what i think it is