***Updated July 12***
Here are my submitted renders I sent along with my file this morning. Really enjoyed this project.
I'm new to this community and haven't really posted my work here before. Figured I'd post my progress and see what kind of feedback ya guys have.
Finished blocking in my major details and proportions, will update as I go.
Replies
Pretty good start though, look forward to seeing the progress
Update, Stylized Fur after referenced in game screenshots, medallion designs, facial proportion adjustment, etc. Going to redo the hair for a better result, a lot still left to do.
New update, few more things left to sculpt then will begin building my low poly.
Refined hairstyle and beard. Feedback on anything would be appreciated o.O.
Refined fur, leather, medallion, added wolf head
Boots! and Braids! or B&B :O
Keep going.:)
The only thing that's bothering me at the moment is the face/head and how it seems different from the concept art. I think your guy's face feels like it was done in a different style. I think you can do some simple stuff like chisel (for lack of better words, haha, maybe harden)up the guys face and maybe shrink the eyes.
Keep it up, it's going very welll!
I would say to look out for the scale- his feet look pretty small in comparison to the rest of his body. A couple other things is the snout on the wolf seems to be placed a bit too low, and next to the concept art, there isn't enough going on with his skirt/kilt. I think you haven't quite got the look of the fur, and if his kilt is going to be anti-gravity floaty like the concept, you should push it a bit further and sculpt more drastic folds into it.
I'm really digging the work so far and looking forward to seeing more progress shots!
K so I think I'm done with my High Poly, going to start building my low poly, here's my latest HP sculpt. Also will be breaking apart pieces that are duplicates and baking them separately for efficient use of texture space and topology.
Right now his pose is extremely stiff, like he has a stick up his butt. Spread his legs a bit, raise his arms a bit, give his forearm a slight bend and turn inward. Spread his fingers more naturally -- they don't have to be perfectly aligned. Try doing this pose yourself, but relax as much as you can and I think you'll see what I mean.
I think his eyes feel unnaturally slanted in the side and 3/4 view. His shoulders also feel weird -- I don't know if they're too broad or if it's the fact that the shoulder pads are making an almost square shape.
Keep going!
Rough texture planning pass, lots of missing objects that are duplicates will be assembled after they are baked and textured.
Texturing progress, laying in colors on a hue level only. Will help lay my foundation for the diffuse when I bake down my AO / Normals. Basically step 2 of about a 6 step process so expect a lot of change.
Will be making a turn around vid shortly.
First, in the pose you have him in, he looks a little off-balance. Maybe put him in more of a steady stance.. more of a hero pose? And if you want to make him look a little more imposing, maybe bring the camera down just a little further towards the ground? Right now he looks a little hunched over from that angle.
Also.. it seems like you might have too many different types of fur going on, color- and brightness-wise. Some dark (around the neck), some lighter (the hanging wolfhead portions). The alpha'd bits above the collar are lighter too and don't really mesh well with the dark fur around the collar.
I would maybe try to bring the brightness levels a little closer and try to make the fur look more uniform... or if not uniform, maybe have some darker more saturated fur with more sheen to it, and some lighter more faded fur.. and any areas where the two types are close or touching, try to make them blend more naturally into one another.
For an example of what I mean.. look at the female concept art. Look at the fur around the belt.. the fur there is slightly darker, more saturated and has a lot of sheen to it.. and then if you look further down you'll see the fur just below it is less saturated (faded), a little brighter, and dull (with little to no sheen), but both types of fur blend well when next to each other. I would shoot for something like that.
And finally, I would try some different lighting set ups to see if you can bring out your normals and specular a little more. Right now he almost looks fully lit... you painted a lot of lighting information into the diffuse (and your texture looks great), but I think it's making your normals and spec look a bit flat.
Anyways.. I'm still learning myself, so take everything I said with a grain of salt. Really great work! And I'm having a blast working on this art test too! So great to work off of such fantastic concept art.