Hey guys! I've been lurking these forums for a while, and just rustled up the courage to post some of my work. I've been working on this little guy for a couple days now.
Critiques are more than welcome - I would like some outside perspective
I really like the design of the character.. it's awesome! The mesh looks great, though there are some kind of little crevices (pectoral, white render), but maybe it's just the low poly. I hope you paint it a nice diffuse!
I really like the design of the character.. it's awesome! The mesh looks great, though there are some kind of little crevices (pectoral, white render), but maybe it's just the low poly. I hope you paint it a nice diffuse!
Thank you for the reply! The white sculpt is an earlier stage, so he's a bit lumpy there.
If he's a faun, shouldn't he have antlers? Nevertheless, he's makes for a pretty appealing character.
I think you're confusing faun with fawn. A faun is traditionally a goat humanoid. It would be cool to make something with antlers though. maybe I'll make him a buddy someday.
He's got some lively eyes now, and a belt. I have to give him teeth and a tongue next.
Fun fact, goats don't have top-front teeth. Just a padded gum, and a set of molars in the back.
I think I'm still going to give him a set of top teeth, just so he doesn't look like he's missing them
Since I know nothing about character modelling I actually really like those big exaggerated teeth, adds to the whole cartoony stylistic look you got going on
@Agga22, the belt is to hold his pan flute while he's out adventuring. Haven't modeled it yet It does seem a little strange right now, seeing as he has no pants!
Alright, I know it's been a while, but here's an update. Low poly model with half done texturing - rendered in marmoset:
I've been tinkering with different tools and trying to figure out the way that I want to go about texturing efficiently. I've come to the conclusion...
xNormal: Bake high to low normal map
xNormal : Use normal map to create cavity map using the normal to cavity map tool
Photoshop : Texture paint - main paint tool & editor
Blender : Texture paint - cleaning up seams on the Color layer
Haha, he's absolutely adorable! I could definitely see this guy starring in a Pixar short or something. One thing that jumped out at me in the 3D viewer was the diffuse on his teeth and gums. Maybe you just haven't gotten around to painting that part yet, but the inside of his mouth is missing the nice variation in color and surface that you have all over the rest of the model.
Replies
Thank you for the reply! The white sculpt is an earlier stage, so he's a bit lumpy there.
Can you tell me where you feel he's off balance? Is it in a particular view?
Ideally he should be distributed more evenly across the center of balance.
Here's a vid of some of the retopo:
[ame="http://www.youtube.com/watch?v=C0ft7RtkGBk"]Character Hand Topology in Zbrush - YouTube[/ame]
Thanks for the previous comments! I didn't change the pose yet, but I'm aware of the imbalance now, I'll keep it in mind when I plan his final pose.
Do any of you have suggestions on accessories? So far I've got some facial jewelry in mind.
I think you're confusing faun with fawn. A faun is traditionally a goat humanoid. It would be cool to make something with antlers though. maybe I'll make him a buddy someday.
He's got some lively eyes now, and a belt. I have to give him teeth and a tongue next.
Fun fact, goats don't have top-front teeth. Just a padded gum, and a set of molars in the back.
I think I'm still going to give him a set of top teeth, just so he doesn't look like he's missing them
Here's a bit of his detail work.
Lol, his teeth are too big right now, I'll be scaling and placing later.
Posed composite render at my boyfriend's request.
Roxen's coming along, just needs a diffuse.
@Agga22, the belt is to hold his pan flute while he's out adventuring. Haven't modeled it yet It does seem a little strange right now, seeing as he has no pants!
I've been tinkering with different tools and trying to figure out the way that I want to go about texturing efficiently. I've come to the conclusion...
xNormal: Bake high to low normal map
xNormal : Use normal map to create cavity map using the normal to cavity map tool
Photoshop : Texture paint - main paint tool & editor
Blender : Texture paint - cleaning up seams on the Color layer
Well, back to texturing, tata!
And you caught me - didn't pay as much attention to the inside of his mouth as I should have
I reworked the colors and normals of his tongue and gums, and gave his teeth a bit of yellowing.
For lols.
Finished the first rigging phase today. Now to add some IKs.
A more serious attempt, heh.
The pose is very much the opposite of his character; just seeing how far I can push in the opposite direction