Here's a few unconventional minotaurs that I liked,Alex_J said:Working on design for a minotaur character. This is also part of ongoing general art design work. I want to try and get character iteration time down by like 50% so I need to look at some ways to get away from realism. The struggle is is that realism is pretty much the only style I ever enjoyed.
The minotaur will be a boss character. I want for him to feel strong, fast, intimidating, and smart.
Here are some silhouette concepts I've made and my thoughts on them:
A - kind of like a water buffalo style. Not really into it, feels dopey
B - pin head look. If minotaur was meant to be a dumbass this would be a good fit
C - simplest shapes and long horns. I think this is top two.
D - it's meh...
E - not as good as C
F - bad shapes
G - pretty good, top two. I think down ears doesn't work as good as up ears like C
H - thinner body, thicker head. kind of interesting style, reminds me of Aku from samurai jack for some reason.
I will probably work on the entire first batch of characters like this before getting back into 3d since I want to be sure that I have a consistent style. I will do front and side profiles, and once I settle on a consistent style then I will see if I can make a 3d version that just uses basic block modeling techniques + hand painted textures.
I dont want to look as blocky as Synty assets, as an example, but I want to ensure I have that easy workflow and also have strong, distinctive silhouettes.
if anybody has some thoughts about silhouettes here please do share.
Alex_J said:@Rima
it has multi-res layer support now, and i have been sculpting on quad meshes so perhaps something there has changed. It seems like the intended workflow is that you use the voxel modeling as you would use sculptris pro in zbrush (or dynamesh) when you are figuring out forms. Then you can retopo (it has lots of different ways to do this) and use regular surface sculpting if you wanted to do hi res details like skin pores.
But the way I work is usually build a low poly mesh in maya first and then just subdivide it a few times for a quick pass with sculpted details. So for me, the workflow in 3d coat is same as zbrush, just that it has better viewport (more WYSIWG with the sculpted details).
it has replaced zbrush for me for sculpting.
But I feel similar about the rooms... it is very hard to figure out how to do a lot of simple things. THe intended workflow is not always clear, there is scant and outdated documentation, and the whole program does not seem to use a consistent design pattern so figuring out one corner doesn't mean you can figure out others. Because of that reason I gave up digging much further into the retopo and baking tools. So for me it is just replacing zbrush in the same way I used zbrush - just bring in a model for sculpt and that is all. Any other type of mesh processing i do in maya and bake and texture I still stick with Toolbag. For me a quick and painless workflow is the highest priority.
cgvinny said:Hey you can create the single patten and make the rotation before to plug it in the tile sampler (just set the pattern inputs to 6)
I found a hacky way as well bu this is nor perfect: