EDIT : FINAL SHOTS
DAY 1
I started this "little" project today, I do hope you guys could help me doing the best I can, so any idea or crits are more than welcome.
Goal :
- really low poly ( under 3000 tris )
- nice stylisation for the silhouette and texture
- 512x512px max
- good optimization
- doesn't have to look exaclty like the concepts
Here is my reference board with some notes. To be edited later.
And here is what I did today :
Blocking the upper body, trying to stay clean. I simplified the pauldrons, I don't think I can keep it under 3000 tris otherwise, what do you think ? Don't mind the bad hair placeholder ^^.
Replies
Refined the cuirass, added a clean belt basemesh and started the legs...
DAY 3
Not happy with the boots, especially the front view, will probably start over.
Kneepads too small ?
Looks awesome man. I don't think the kneepads are too small, but I think his boots could use a little love. I reckon they could be a bit chunkier overall from the kneepad down "Blizzard Art Style" style
Have you thought about armour on the rear? It just seems a bit strange that the back of his legs are so exposed
You could just wrap the leg armor a little more around and leave the inner legs exposed which makes a bit more sense.
Cool stuff and if your looking for anything else after this try to make a character that would fit into dota2 that would be a crazy challenge.
Thanks for the crits.
DAY 4
Did the leg plates again, better now.
Worked on the arms. Don't like the armplates, will surely start over tomorrow.
Don't like the knee pads anymore, must change that too.
Added a mustache, looks awesome, but can't keep it :-(
Changed the kneepads and armplates ( at least three times XD ).
Added the hands and cloak.
I'll try to finish the base tomorrow, then start the details, so if anyone has something to say about the shapes, please tell me ^^.
I think you could go with a bit more heroic anatomy though, esp on the shoulders, they could be a lot wider then they are right now.
DAY 6
Reworked the pauldrons.
Added the clothes on the front side.
Changed the thighs plates.
Started the details ( had a lot of trouble with the "star" on the pauldron... )
the star looks good man, how did you do it? I always find it hard to do those kind of details.
I'll post some screens tomorrow if you want.
I think the highpoly is done. Here is a big render. I will sculpt the weapon now.
EDIT : the tuto for Iotet :
Edit: I totally agree with Cibo make him wider. Something I really regret on my Darksiders skeleton was I made him way to narrow.
Your breastplate looks nice but the bottom plate segment make him very narrow.
Your chest is to small and your ribcage nearly not existing. The "smile" makes him more funny. Change the crown against a duncecap and you have a first class jester. :poly124:
Cibo : now that you mention it, yeah the cuirass could be wider, I'll change that. And a skull is always smiling. Dead are happy.
wizo : I'll do that.
ahtiander : some pieces are extracted from a sphere ( cuirass, pauldrons ), sometimes I sculpt a "basemesh", then I do a quick really lowpoly retopo and rework it in max, add a shell, champfers and turbosmooth. Sometimes I mod in Max with a model sheet ( for the thigh plates for example, I drew the shape on the side view ) and use an FFD box to bend.
It's great to see the progress you've made on your new project and with the suggestion f making it a tad wider will really make the difference. Its sad that you will be mirroring on side on the texture so you cannot add additional scratches, etc. But thats the price of getting a decent resolution on a 512 map.
So in order to break up that symmetry by maybe having certain plates of armour sag due to time and wear, for example you could have a pauldron dropping to one side more than the over side. Same could be said for the kneepad and so on.
The cape could use some attention such as holes and tears (unless you plan on adding them using an alpha map later on?)
Keep it up!
Andy : it's a matcap shared for free by Orb some time ago. I think you can find it on his site or blog.
DAY 8
Finished to sculpt the... mace ? It's a mace ?
FUUUUUUUUUUUUUUUUUUUUUU !!!
I can't figure out the problem with the symmetry and Marmoset, here are asome screens, maybe somebody could help :
Romy helped me fix the problem, he taught about the normals of the lowpoly used for baking : as I only use half the mesh, the normals on the seam aren't right. So I corrected this and rebaked with right locked normals, so the normals on the seam are the same on the split mesh and the whole mesh. But it doens't change anything !
Also, it's really strange that the problem almost disapears when the sunlight in Marmoset is off and I only use a spotlight...
We don't think that the problem comes frome the mesh or the normal map, UDK proves that it's OK.
Plase halp ?
and for the normals problem, delete half the mesh, and instead of locking the normals, maybe unlock it, and duplicate over, combine, merge verts... yadi yada and see if that works, i had a weird normals issue before too (not this in particular) but a friend told me to unlock the normals and it fixed my issue so maybe itll fix yours?
Jinn15 : I agree with you for the axe. I will only bake one blade to take less UV space, so I guess I will add some destroyed details directly in the mesh. I didn't want to do that earlier because I will duplicate the blade, and I thought that it would be strange to have 4 blades with the exact same missing chunks.
Anyway, I wanted to do the character with less than 3000 tris, but I can't go below 4000. I guess I've put to much unmerged stuff, and the shapes are too complicated.
I really want to do some nice HD version with 15 000 tris and a 2048 map too ^^. Maybe later...
Working on the texture. I wanted to do a more colorful version, what do you think ? It's still wip and I had to move the pauldrons because I put the arms in T-pose, I'll put them back later. Only the metal, belt and straps are textured.
Any thought ?
Finally I went for the dark grey, looks better.
I tried Mixamo auto-rig, it's awesome.
The character is currently under 4000 tris.
Here is the flat. Lot of baked lighting with AO and bent normals modified by gradient maps. It's a bit dark I think...
Will reduce in 512 later.
Now I'll finish the weapon, and do this as a base I guess :
Any feedback ?
Perhaps elongate his legs, also make his hands, shoulder pad and feet much bigger.
Someone who works at blizzard told me that almost everything has humongous hands and feet there.
Also I think his skull should have a tin of brown instead of being pure white you know?
For the feet and hands, I think WOW and Diablo don't have the same art style. In WOW the hands and feet are really big, but the characters in Diablo are more realistic. Bigger handplates would be better though.
Andy : I'll re-work the prelighting a bit.
DAY 15 :
Textured the weapon. Yeah I know it's not old and dirty, but look at the one ingame, it's clean ^^.
It's a 512, I'll reduce in 256 later.
Final preview before the final shots. Will try TB2 ^^.
- added the beard
- scaled up the weapon handle, the pauldron and the handplates
- feet are slightly longer
- reworked the slab texture ( removed some details, changed the hue/saturation )
- added some lights to bring more colors and saturation
Still not finished. I just had a stupid idea for Christmas, I have to try it out ^^ ( not really hard to guess what it is... ).
my only crit is the pose, it looks a little "girlish".
My main crit is the brightness of the legpads/kneeguards, it's similar to the rest of the model and it's fighting for my eyes.
I'd darken the legs, change the stance and maybe add some more blue/cyan to the diffuse more like the D3 model seems to have. I'd also like to see an 'intended game distance' shot to vs the D3 original just for kicks
Great piece of work Texelion.