Hello, I've been blocking this project out for some time now, and I wanted to share my progress on it.
Hermit is by
Shen YH on Artstation. Here is the original concept:
And here's my progress so far.
I may change the flow of his cloak so its not so close to his legs. Any comments or critiques are appreciated!
Replies
I think I am done with the sculpt! I would love some C&C. Here are the pics, sorry I had to split them up because my computer screen doesn't give a lot of detail when I try to frame the entire body:
I'm gonna start decimating subtools to push into Maya soon. Thank you for your time!
I was also wondering how you were planning on approaching the little wispy tassels on the sleeves and belt area. Right now it looks like the only pieces that could use a little attention, but that might not be needed if you were going to use hair cards or an IMM brush or something later on. Either way both the concept that high poly is looking great, so I hope you keep posting updates on it! Good luck moving forward.
Thank you!! I hadn't thought of making him taller, and it does look like it adds a little more to his elegance lol!
and oh yes! the ends of the tassels and his hair are going to be hair/feather cards, those are just stand ins for now! thank you so much! i will see what I can do with his height
he's sitting at 36,094 tris right now, and that's subject to change because i'm placing hair cards too
i would like feedback on whether i should make his overcoat lowpoly feed into the blue part underneath it, and make the overcoat double sided (check the last picture)
i'm trying to avoid having a double sided overcoat because i'm not the best rigger in the world, and when i begin to rig him, i don't want it to be a nightmare. would love feedback for this part before i begin UV'ing
this is his topology so far:
any comments, advice, or critique are appreciated! thank you!
@dGreenberg
I'm not sure how to implement fabric sim or anything like that, i'm just gonna try to rig it the best I can lol and i was able to lengthen his legs! that helped out a lot! thank you
I want this to be a realistic texture piece (or at least as realistic as I can get), and clothing textures are something I'm struggling with. Here's what I have so far:
I've been trying to get the coat to look like cloth, but it doesn't read that well until you look up close
I've also tried making the jacket kinda like silk? and the cloth around his boots silk too, but I'm not sure if it looks right:
I've been trying to stick to the concept as closely as I can, but I don't know if I should keep the jacket and top part of his boots silk, so I've been playing around with some patterns, which read more like regular cotton cloth (the first one is just silk again):
I changed the roughness and metallic features on the patterns to make them a little shiny, but I am not sure if I should deviate from the concept that much. I would really appreciate any feedback, so please tell me your thoughts! Thank you!
The silk version of the shirt looks very nice and clean, but I think version 2 is a little more interesting for its roughness / gloss. If you're going for more of a cotton look it might need to be scaled down even further to look more cotton-y. Looking forward to seeing how you approach those textures! Good luck!
a friend of mine suggested looking at the casual outfits from dynasty warriors 9, and they are more or less what i'm trying to achieve!
so im thinking i should bring out more of the lines/hairball patterns in the long coat+sleeves and make the shiny parts stand out more from the cloth on the top jacket
at least that's what i'll try to aim for xD
I'm done with texturing everything, and i wanted to update. any last minute advice would be great! im gonna move onto attempting to rig him tomorrow lol! Thank you!
i will add some gradients to the cloth parts, and i think i can squeeze the sleeves' inner part closer so it's not so thick, hopefully i wont ruin the texture. and adding some darkness around the horn/skin junction is a good idea too! i will try to implement that as well
thank you for the advice!!
I added a greyscale gradient map that was taken from the position map i baked in Substance Painter and overlayed it and dimmed it over the base color map:
They are very subtle changes, but it looks a little better i think! I could not change the thickness of his sleeves though, unfortunately.
Gonna try to rig and pose him now! Thank you all for your help!
And here is an image showing the color zones of the face. http://78.media.tumblr.com/82181df6330fcb3655a2e40c6c43287a/tumblr_n5rwiolDKK1ryleeco1_500.png
I think you can do some similar things to your clothes, just to make them pop a bit more, as the are really clean now. But great job so far, this will be ace with a cool light setup and good pose!
@Nuclear Angel thank you for the advice! i do have the color zones on his face, but i set them to a very low opacity in Sub Painter, i could bring them out a bit more though. and maybe i'll do one more pass on the clothes as you suggested
Thank you both very much!
i wanted to showing two different lighting methods I tried for this guy. The first one is a regular three point light setup, and the second one I kinda followed a tutorial on lighting. I like the second one more, but if anyone has any suggestions let me know!
thank you!
If you haven't had a chance or are still playing around with some lighting setups, I really got a lot out of Xavier's Character Materials and Rendering Workshop (Session 7 is more focused on lighting). Rodrigo Gonçalves also did a great breakdown for his Blacksmith during the Artstation: Ancient Civilizations challenge that really helped me out.
Things look awesome, and good luck with the final stretch!
i have completed this project finally! I have some pics to show if you guys are interested! I also have a marmoset viewer on my artstation here!
ToT gonna take a break after this guy lol
thank you to everyone who helped me and gave me advice! I really appreciate it!