Real sweet man, you got something really good going on here, and I can tell by the sculpt that you've stuck to the concept real nice. Just three small things I noted, feedback-style:
1. The chin looks a bit thicker on your model than on the concept of the face, since it feels like a pretty important characteristic for his "hawk face look", I'd scale it down a bit if you can : )
2. The anatomy is really nice and stylish, but from the concept, I get the impression that the class is a somewhat agile, spy-ish commando guy. All small bags, light armor, and stuff. You model feels a bit stronger and big-ish, like the thick neck and stuff. Since you'll add armor to that, the chances are his sillouette might be a bit bigger than intended when you end up with the final product, if you don't change it at this stage : )
3. Form the concept, I get the feel this guy's a bit asian/middel east-ish, but your model gives me more of a african american feel.. albeit just a little. Might wanna check out some of that : )
A part from that, real nice man, looks slick and true to the game's style. Looking forward to the rest
Thanks so much for the feedback Lando, really appreciate the crit. After taking a bit of a break since the post I got a little bit carried away without looking back at this thread, thinking no one will reply so soon. So when I go back to this guy I will definitely make all those changes as I agree especially on the ethnicity of the face.
It's real hard to get those proportions right and as you said he does look like he would be more brutish rather than the agile commando look I should be going for so i've tried to make it more that way? I'm blocking in the suit to see how it looks. I think it could be toned down a bit and make him slimmer?
@MrNinjutsu
No prob man, glad I could help. Yeah, I def think you can slim him a bit more if you want to, the anatomy's nice and solid over all I think, just need to make him look a bit more agile.. but you're def getting there : D The armor looks nice too!
Work on~ Will be nice to see the progress of this.
@Lando_Viggo Spending some more time to get that feel, I polypainted the skin to get the feel of the character, hopefully he looks more asian/middle-eastern look.
I love this art style. I was thinking bout doing a Brink character as well. This is coming along nicely man. I think the protective vest could be thicker and the jaw line more angular and narrower though
I love this art style. I was thinking bout doing a Brink character as well. This is coming along nicely man. I think the protective vest could be thicker and the jaw line more angular and narrower though
You should man!
Thanks for the advice, hopefully I will be applying those changes in the next-next update, whenever that may be
I think you are done with the high poly, and if you keep modeling maybe you spoil it by over detailing it. I want to ask you: Have you modeled all the clothes in one single tool in Zbrush? I'm doing one armor (the first one since I've learned Zbrush) and I don't know if it is done in a single mesh or in multiple ones.
Looking good man. My 2 cents: I think the bicep is sitting a little low on the arm. I think you need to subtlety breakup the smoothness of the pants on his butt because the rest of the pants have a lot of folds and it's looking a bit inconsistent. His under shirt is also looking a bit smooth (particularly on the outer side of the arm). But anyway it's looking good dude
Looking good I think the skin might need some more love to make it feel more alive. Looks like your AO is black and white which would explain the muddy skin. Try tinting the AO in the skin area to a slight reddy brown or something. A slight cavity map could help you aswell on the rest of the model but keep it toned down on the skin if you do use one, otherwise you get too much highlights on them.
Thanks for the much needed feedback, never thought of using a cavity map so i'll bake one out soon and I'll tweak the skin some more! Render it out properly, somehow.
I had put this on the back seat (and missed people commenting on it) for a couple of days so I think I'll take it up again to make those changes that dustinbrown suggested which is always appreciated
Looking back at this now I can definitely see areas in which I could improve on to match the concept more.
1: The highpoly is great. 2: The lowpoly is dragging it down, hard. 3: The concept is in perspective, silly! You cant just line that shit up. Everything gets ultra-squashed from top to bottom in your version, it's like you put him beside the concept and tried to match the proportions without accounting for the perspective..
Great feedback Joseph. Once i'm done with my other random character I'll come back to this and work super hard on making the low poly better match the concept.
I used the marmoset engine Di$array, I didn't mess around with the cameras and maybe i'm thinking I should now or alternatively use a lighting setup in max/maya to get some better results.
Replies
Trying to nail down those proportions and muscles, even though clothes will cover the majority of all of it, I thought it would be good practice.
1. The chin looks a bit thicker on your model than on the concept of the face, since it feels like a pretty important characteristic for his "hawk face look", I'd scale it down a bit if you can : )
2. The anatomy is really nice and stylish, but from the concept, I get the impression that the class is a somewhat agile, spy-ish commando guy. All small bags, light armor, and stuff. You model feels a bit stronger and big-ish, like the thick neck and stuff. Since you'll add armor to that, the chances are his sillouette might be a bit bigger than intended when you end up with the final product, if you don't change it at this stage : )
3. Form the concept, I get the feel this guy's a bit asian/middel east-ish, but your model gives me more of a african american feel.. albeit just a little. Might wanna check out some of that : )
A part from that, real nice man, looks slick and true to the game's style. Looking forward to the rest
It's real hard to get those proportions right and as you said he does look like he would be more brutish rather than the agile commando look I should be going for so i've tried to make it more that way? I'm blocking in the suit to see how it looks. I think it could be toned down a bit and make him slimmer?
No prob man, glad I could help. Yeah, I def think you can slim him a bit more if you want to, the anatomy's nice and solid over all I think, just need to make him look a bit more agile.. but you're def getting there : D The armor looks nice too!
Work on~ Will be nice to see the progress of this.
Building the smaller detail stuff so I can start to properly sculpt the pants wrinkles. Man I'm nervous of tackling them!
You should man!
Thanks for the advice, hopefully I will be applying those changes in the next-next update, whenever that may be
Working more on the clothing some more. I still need to do the groves/boot print on the boots, thinking of just utilizing masks to get the job done.
Some more progress.
Think i'm done with the high poly?
I think you are done with the high poly, and if you keep modeling maybe you spoil it by over detailing it. I want to ask you: Have you modeled all the clothes in one single tool in Zbrush? I'm doing one armor (the first one since I've learned Zbrush) and I don't know if it is done in a single mesh or in multiple ones.
Thanks and sorry for my bad English!
@afisher hopefully i've fixed those issues, if not i'll go back and rebake! Thanks again for the compliments, greatly appreciated.
So this is the bake, had to fix a couple minor issues here and there but nothing too ridiculous. Now onto texturing!
also gif turnaround...
I really like it!
cheers
@crazyfool
Thanks for the much needed feedback, never thought of using a cavity map so i'll bake one out soon and I'll tweak the skin some more! Render it out properly, somehow.
Thanks again dude!
Looks sweet! Awesome work and I'm really digging the style.
@Stoop_Kid haha all credit goes to Laruel Austin for that one!
@Darkleopard Appreciated
@chrisradsby ah thanks mate!
I had put this on the back seat (and missed people commenting on it) for a couple of days so I think I'll take it up again to make those changes that dustinbrown suggested which is always appreciated
Looking back at this now I can definitely see areas in which I could improve on to match the concept more.
1: The highpoly is great.
2: The lowpoly is dragging it down, hard.
3: The concept is in perspective, silly! You cant just line that shit up. Everything gets ultra-squashed from top to bottom in your version, it's like you put him beside the concept and tried to match the proportions without accounting for the perspective..
I used the marmoset engine Di$array, I didn't mess around with the cameras and maybe i'm thinking I should now or alternatively use a lighting setup in max/maya to get some better results.