I started and finished a
steampunk house with the intent of getting more practice in SP. The Ithorian was one of the options for the same project and one of my friends was rather bummed that I didn't pick this character right off. So I ended up doing both concurrently. Please let me know what you think.
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The head seems to be more scrunched vertically than you have it in the 3D render.
Good start
If you are going for concept accuracy some more observations.
I think the feet look way smaller and toes more slender in the concept.
Hip could be a bit more pronounced too. Also don't forget the purple rubber material with the white stripes on top of the arms.
Shoulders are a bit too high.
And white stripes thickness is more varied in concept
@audi100 The purple is there already, I just didn't get to post a back view. It runs over the outside of his elbows. Will see what I can do with the rest of it.
Don't be afraid to go back!
One of the great things about Substance Painter is that it is non-destructive. You can update your model, reimport it into Substance Painter, and your paint layers will update to the new mesh. Only if you change the UV's will your paint layers be broken.
I do this pretty often, actually. I think it is a good thing. Maybe you got all the way to the texturing of your model and then you realize something should be tweaked a bit. No reason to feel like you can't do so. We are working with computers here, not building skyscrapers! Once you learn that you can essentially fix or change anything at pretty much any point in the workflow, you will feel a big relief. Like, "man, I can just try anything out and it's not a big deal, because I can always fix it up at any time."
For something like scaling the armor up -- that's nothing. Just scale the mesh, adjust any vertices necessary, and reimport to Painter. If you are getting too much texture stretching, you may need to optimize your UV's, but I don't think that will happen unless you are making big, non-uniform changes to the mesh.
Its a human eye but i think its also similar in your concept
lines on the armor could be a bit pronounced and also stronger color variation and less dirt to make the individual shapes stand out more.
I put more detail in the eye area. I realized that my shader in Lightwave is messing with the contours a little bit. Not quite sure how to fix it. You can see more of the detail in the ZBrush shot. Also realized that when I transferred him over I put the eyes in slightly the wrong spot. Fixed that too.
Toned down the armor dirt too.