@MadGunslinger - I totaly get that what your doing for, Im not saying change every color.,but I think adding some variation could help separating the forms. for example the pants and pouch right next to it is the exact same color. the same goes for all the metal/gold parts. I only made a slight hue and color tweaks to the rings to get the point across. of course I dont think you should do this to every piece.
the same goes for the skin, the transition from green to blue is very extreme at the moment, so I added a slight green tint to the hands, and also the leg, which has almost the same color as the pants, so again, its hard to even read the leg part as skin.
also did a quick thing on the face, but I dont think thats as important, but I made the beard a tad grayer (its almost the same color as the gold trims below it) and tried to separate the eye patch a bit more.
made a quick Gif to illustrate what i mean, Hope u dont mind.
He's fully rigged and skinned, but while I was posing, I wanted to add something in one of his hands. I don't wanna pull out the gun or the sword on this back, so I'm gonna make an extra dagger. Here's a really quick concept I made during lunch break.
A legendary and mostly deadly weapon, once property of a merciless assassin. Nobody knows how he got it from him.. Joking aside, time for baking and texturing.
Thanks for the kind words everyone! And no, The model is low poly, baked and the texturing here, was done through photoshop and 3D-coat. I use the bakes as a base and then paint over that in 3D-coat.
I absolutely love this art style, and have been playing around with it myself. How would you translate this to the unreal engine though? The use of a coloured spec map allows so much control, yet it isn't included in many engines i know of.
Would it be best to change the shader in the source code to allow spec colouring, or would you adjust your materials in some way?
Thanks BakedBeing and DanielJohnsson and to TheCrazyDemoMan, I think you can use a specular map with color in Unreal, but I'm not completely sure. As for to transfer things, I'm not sure how that would work, but if this was for an actual game, you would basically make it tuned to the engine. So metal-rough, or whatever the engine works with, is what you would use. Hope it helps? Hehe
InnerVision961: Thanks! I relied a lot on bakes and did a lot of the painting in photoshop. Only the things that were hard because of seams were done in 3D-Coat. LeoArtz: Thanks!
I'm back! I'll be continuing on this project the coming weeks! Fiddled around with the crab and did a rough overpaint to get an idea of where I'm heading.
@lotet Thanks! I'm thinking of making it 'grown into' the crab, with sea plants as a transition. So its not an abrupt thing, like a pole suddenly sticking out of the crab. I'm gonna try to make it look really natural.
This is looking rad! If I could give feedback on the concept, maybe you could try playing around with the size of the spikes. For example making the spikes on the body smaller that the leg spikes (the jutty out part), or vice versa, I think that could add some nice variation and give a sense of scale. Either way looking forward to the final!
@Bolovorix Really good idea! Thanks!! He wil probably be standing, but a saddle might give it a lot more flavor @Tectonic Hehehehe best gif @Daew Yeah really fair point. The scale of everything was a bit off. More scale variation is definitely needed. @Daf57 Thanks! @amirabd2130 Thanks!
The workweek was so busy I forgot to upload this! Changed some proportions because there wasn't a focuspoint. I think this will work much better. (I'll be working on it again today hopefully)
Looking good! I know your still in the early stages but compared to the frog the wear and scratches are huge, dont forget to ad some detail thats more in scale with your character, just to make sure the size scale matches up.
@lotet Very true! That's gonna be the hard part of the sculpt here. My previous pass had much smaller wear and tear, but it looked very weird so I restarted. I think I'm gonna have to find a balance between big and smaller scratches to convey the size. Thanks!
Another update! Also got a name for this duo now. Fred the frog and Craig the crab! Thinking about calling the shop Fred & Craig's or something. @Bolovorix Thanks! @Tectonic That's totally fine for me. It's a fantasy creature, inspired on a crab, more than it is an actual crab.
nice work, really like the seastar! maybe you could put some smaller seastars here and there to help with the scale read too. really digging the rigs on the horn. I was a bit skeptical on the mast attachment, but that really turned out great.
Made some sketches of the weapons for the shop. They are actually as crappy as they look! Don't say that to Fred though.. He can get pretty angry about that. The prices are raaaaather high and according to him, these once belonged to legends. (I wouldn't personally believe him though)
Enough with the roleplaying.. Hoping to finish these in 3D by tomorrow night.
Loving the progress on this Tim! If I had to critique anything I'd say I personally think you have too many scratches on the crab, especially on the legs and bandages so its feeling a little noisy.
@Sukotto Thanks! And yeah that's a really fair point. I was waiting for someone to say something about it since I wasn't sure myself. I'll remove some of them. Thanks for the critique!
Replies
for example the pants and pouch right next to it is the exact same color. the same goes for all the metal/gold parts. I only made a slight hue and color tweaks to the rings to get the point across. of course I dont think you should do this to every piece.
the same goes for the skin, the transition from green to blue is very extreme at the moment, so I added a slight green tint to the hands, and also the leg, which has almost the same color as the pants, so again, its hard to even read the leg part as skin.
also did a quick thing on the face, but I dont think thats as important, but I made the beard a tad grayer (its almost the same color as the gold trims below it) and tried to separate the eye patch a bit more.
made a quick Gif to illustrate what i mean, Hope u dont mind.
Time for rigging!
Nobody knows how he got it from him..
Joking aside, time for baking and texturing.
Working on a chest now.
Marmoset Viewer: https://www.artstation.com/artwork/XDa1a
Looking forward to the next update!
:]
And no, The model is low poly, baked and the texturing here, was done through photoshop and 3D-coat.
I use the bakes as a base and then paint over that in 3D-coat.
Would it be best to change the shader in the source code to allow spec colouring, or would you adjust your materials in some way?
Thanks if you get the time to answer!
and to TheCrazyDemoMan,
I think you can use a specular map with color in Unreal, but I'm not completely sure.
As for to transfer things, I'm not sure how that would work, but if this was for an actual game,
you would basically make it tuned to the engine. So metal-rough, or whatever the engine works with, is what you would use.
Hope it helps? Hehe
How much texture work is done in photoshop vs. 3dcoat?
LeoArtz: Thanks!
Fiddled around with the crab and did a rough overpaint to get an idea of where I'm heading.
I'm thinking of making it 'grown into' the crab, with sea plants as a transition. So its not an abrupt thing, like a pole suddenly sticking out of the crab. I'm gonna try to make it look really natural.
This is looking rad! If I could give feedback on the concept, maybe you could try playing around with the size of the spikes. For example making the spikes on the body smaller that the leg spikes (the jutty out part), or vice versa, I think that could add some nice variation and give a sense of scale. Either way looking forward to the final!
@Tectonic Hehehehe best gif
@Daew Yeah really fair point. The scale of everything was a bit off. More scale variation is definitely needed.
@Daf57 Thanks!
@amirabd2130 Thanks!
The workweek was so busy I forgot to upload this!
Changed some proportions because there wasn't a focuspoint. I think this will work much better.
(I'll be working on it again today hopefully)
I'll hopefully have more time again the coming weeks.
Thinking about calling the shop Fred & Craig's or something.
@Bolovorix Thanks!
@Tectonic That's totally fine for me. It's a fantasy creature, inspired on a crab, more than it is an actual crab.
really digging the rigs on the horn. I was a bit skeptical on the mast attachment, but that really turned out great.
Enough with the roleplaying.. Hoping to finish these in 3D by tomorrow night.