I saw the briefing of the
Arenanet arttest and was intrigued with the specs so im going to give it a try
i`m not planning on applying but its a good challenge to see what i can do with the given specs
here`s a first rough blockoutpass, it still needs a lot of evaluation but i didn`t want to start this thread without something to show
Replies
The bicep insert behind the pectoral seems a bit too low, like it inserts into the armpit, where it should be inserting behind the pectoral, but just underneath the shoulder. You might also consider drawing the collarbone away from the center mass, towards the shoulders a bit, although that one is probably more subjective.
Anyways, looking forward to more, very nice.
specifically, the extensors. they seem really defined in the concept.
Again looking amazing, cant wait for an update.
Just the biceps seem to be a bit too low and could be pulled up a scootch as they go into the torso (like ysalex said ^^). And change them poop handposes man, hand pose looks poop :poly136: (loljk)
Lookin forward to more
fixed a lot of the suggestions and blocked out some more stuff
nothing is final fcourse
i`m also thinking about the fur parts, trying to keep shapes big and only add a few spikes in the silhouettes. i think i could try to combine this with alphaplanes in the end
I'll give my crits at a bit later stage since this guy is mostly covered in armor
OrganizedChaos: yeah that kind of what made me go for it, trying to get it to look proper will be a challenge within that limit but i think its possible.
did some updates tonight but they`re too rough to show so i`ll update tomorrow
The wolves on the neck piece, I noticed you sculpted those flatish. Are you going to float them on a card with alpha to cut them out, or are they going to be poly modeled in? I noticed someone else had done that.
ysalex: the fur is going to be flat on the big areas since you can paint/sculpt the overlapping there and on the upperparts and smaller parts that require some fur silhouette i`ll add alphaplanes
heres a wipshot of the blockout, incredibly rough but i just wanted to have most of the volumes in there so don`t mind anything yet. The real sculpting and HP modeling still needs to start and im going to try to roughly plan out the tricount for each part.
The red lines were just some of that thinking about the final lowpoly, not a final representation but maybe its useful to some to see that i try to think of that stuff beforehand
-Woog
How long do you usually spent retopoing a character on average?
RiotforQuiet: i`m going to go for the full char in 6500 triangles as a challenge
Woog: yeah, strange thing to do considering you`ll be looking at the characters back ingame all the time but then again it gives me the freedom to do what i want with it, i think i`m going to be adding some more details there to spice it up a bit
frell: It all depends on what kind of character, it could range from half a workday to 2 workdays or so
still thinking about the fur and testing if it will work out, i like where this is going for the flat parts
For the fur i modeled a piece and started copying/placing/sculpting it in zbrush untill i get a nice result out of it , i did a small part of it in my livestream tonight so you can have a look there if you want to see how it works (around 50 minutes in)
http://www.livestream.com/polydrawer/video?clipId=pla_35c0a656-5091-4a6a-9e1c-fbf19f8c57e9
i really like how the fur is turning out
graze: i agree i'll fix it
torch: haha yeah i was thinking the same thing after i posted it, that part still needs some refinement so it doesn't look like a pineapple
I never really did a character with fur before and taking the limitations of the final lowpoly into acount this seemed like the best route to take
another small update , still need to address the falling cloth and refine a lot of stuff
swizzle: yup i`m going to give that some more attention when i continue working on him
my laptop is busy rendering another project so no updates but i`ll try to get some more work done on him this weekend
still have some stuff to add but im getting there
i think i have all the HP parts now so can start working on the lowpoly
Zacd: some of those front details will be copied over to the back, zbrush is already very slow so i cant copy them over in HP for the preview atm.
http://www.livestream.com/polydrawer/video?clipId=pla_933d2ab5-b923-40d0-b2c0-c4f36b3480de&utm_source=lslibrary&utm_medium=ui-thumb
I hope everything is understandable since i`m not a native English speaker but i think it should be pretty clear on how its done
As for your bloke. He's built like a brick shithouse. Awesome job. Only crits I have at the moment is that you could add some detail to his forhead such as frown lines and such. I's also add some more detail to the boots, such as scratches, etc.
Good Luck man!
Dissaray: indeed im planning to tackle that in the textures themselves
started working on the lowpoly this week
heres a testbake on an extremely bad automatic unoptimised uv for testing purposes but im very happy with whats showing up so far
also still need to add a few mesh pieces
It really did come out pretty damn good I was so curious, good job!