Just thought I would post this for crits before I call it done. Its a Joker bust I have been working on during lunch for a while now. It started as a speed sculpt from a sphere in zbrush, but I liked it enough to take it this far.
I'm going for a stylized look like the Batman Arkham Asylum concept shown here, but also wanted to incorporate some of the cool things about the joker from the Batman movie.
I'm planning on creating a beauty shot after I get some critiques here. I was thinking about painting in some drool and stuff to add some extra polish.
These are just screen grabs from 3ds max with the new Xoliul shader 2.0.
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I think your texture could benefit from a lot more, extreme whites to contrast the skin and faded paint. Currently it looks a bit...odd. I know what you were trying to achieve, the paint just isn't defined enough. Work on defining the paint and throw in some more whiter-whites :P
It also looks like...going by your concept, that the corner of your mouth goes way too high. It looks like it stops beneath the cheek bone, but the paint goes to where you currently have it.
*edit*
Actually, looking at it again, I think everything except the teeth could use a lot more defining. I know it's WIP, but just emphasizing that :P
It's maybe too late to say that, but it could be better to do a real bust ( head + shoulders + chest ) than a simple head. And I think that with this expression we really should see the tension on the sterno-clesido-mastothing...
You should add the dribble too ^^.
[SF]Three9: I get what you are saying… I think I’m going to push the makeup contrast a little more based on your crit. I do feel that the skin to makeup transition is lost a little in the textures. I’ll probably keep the rest though as I’m afraid if I push the contrast too much he will begin to look like stone rather than a fleshy character.
Also, I realize about the cuts in the cheek going higher in my model. It’s one of the things that I changed thinking it would look cooler like that. In the concept he doesn’t have those cuts/scars. But in the movie he did. I really wanted incorporate that in this piece and not be bound by the original concept.
Texelion, Ahoburg: Thanks guys. Yea, I realize with a stylize character like this it’s not going to be everyone’s favorite choice. Personally the moment I saw the concept I fell in love with it so I had to at least sculpt it. As awesome as the art is in Arkam Asylum, I felt the joker model in-game didn’t look nearly as cool as the concept here. That was partly why I choose this. The biggest challenge for me has been trying to stick with this style, but still have it hold some characteristics that are set in reality. I don’t want to be one of those who just say “it’s stylized, so I can’t be wrong”. Thanks for the comments guys.
I'll post some breakdowns again soon.
here is the final construction sheet...
Nice job.
flatten the diffuse. filter/other/highpass. set the blending mode to overlay
it's a fancy way to sharpen your image, I think a lot of the details you put into your diffuse will start poping out because right now it seems a little blurry.
fyi this can be used on all your textures.
lol "tighten up them graphics" as the devry comercial says
ok, last update for realz!
here he is with a quick pass of brown to the teeth and sharpened up a bit. The blurring around the edges was indeed intentional, as it was done with a zdepth pass. Thought it might look cool, but was unsure so I'm glad I found the majority here doesn't like that so much. I was on the fence with it myself.
dudealan2001: yea, I'm familiar with the highpass filter, I just haven't found an actual reason to use it over the unsharp mask. I understand its a bit less destructive, but since you typically flatten the image and sharpen on the top most layer, it doesn't seem to matter if you are working destructive or not. In the end you get the same result, or possibly I am missing something?