MOST RECENT:ORIGINAL POST:
Hey guys!
I'm working through the first character I've ever created and I wanted to get some feedback since I'm figuring it out as I go. Armandeo allowed me to use his concept from deviant art.
Here is the concept:
and the artist link -
http://armandeo64.deviantart.com/gallery/#/d47yux4Hi Res w/blockout color:
Lo Res w/normals - 20k tri:
UVs:
Any crits would be greatly appreciated! I'm still trying to figure out the best approach for the hair. I probably should have sculpted it in I guess?
Replies
Using a skin painting tutorial from:
http://navate.com/
Crits would be very helpful!
I find it hard to believe it's your first character though! Maybe your first serious approach, but seeing as it's sculpted extremely well suggests your well aware of anatomy but not only that your baking is again done extremely well.
Don't get me wrong I'm not flaming your work, I just find it hard to believe that such a high standard of work could be done of a persons first ever approach.
Just my two cents, very nice though
I think the only piece that could use some work would be the folds on the trousers, their isn't enough to match the concept nor are they believable.
Goodjob
This is the first character I've ever attempted all the way through. I've used zBrush for about 6 months total and been working in Maya for 2 1/2yrs. All school work.
David - I learned baking normals from (researching like crazy!) ..and all the hard surface stuff I was focusing on. But as I got closer to graduating (Dec. 2012), I decided that I wanted to do characters, so that is what I'm focusing on now. I appreciate the crit on the folds. I'm assuming your speaking mainly about the characters left leg? The way I sculpted the fold going up from the knee to the thigh? At least, that's what looks weird to me.
Again sorry for any confusion!
Polypaint update:
Any more crits would be awesome!
It would have been better if you left the micro details like skin pores for the very end. You could have actually added some slight color variation when sculpting it in at the same time which gives a nice effect. Overall, he looks good though, I would push a lot more color into your polypaint though as he still looks very monotone.
Haven't really touched the polypaint today because I've been trying to figure the hair out. What do you guys think?
Polypaint bake to low res (Marmoset):
Anybody know a better ways to do the hair? I'm assuming I should texture hair on his face underneath those cards as well, correct? Looks so poopy to me.
Crits would be awesome!
Here's an update:
*EDIT* I haven't really touched a spec map yet.. just copied info from the crown over to give it a yellow spec instead of white. Everything else is 50% with cavity details.
Quick update:
Working on getting his skin to look good in Marmoset. I've been doing a lot of tweaking to my spec map as well as the skin shader. Let me know what you think. Not a final version by any means, but I think it's going in a good direction now.
Crits welcomed.
finally, test something for me caus i am seeing a very low value range. If you could desaturate your diffuse and post it in here it would be easier to see, but it looks right now like you have a very narrow value range, creating more contrast will help make your details, like the patches on the pants and the gems in the crown pop a lot more.
-Woog
Desaturated:
Levels Adjustment:
Latest shot:
Often times in video games the hands and feet go pretty unnoticed. But since you are presenting this guy from this angle it really becomes one of the major focal points and because of this its probably the weakest area of this guy. That said, the feet look super low poly right now and very flat/unnatural. I hate to tell you to go back to sculpting and modify your low poly as well, but I think this character would really benefit a lot from this. Honestly it wasn't so obvious until I saw your most recent post. Also you might want to consider throwing an exra loop or two to make that cloth pop out a bit as well. Good work so far, keep going dude.
\edit one thing I was going to mention is, that it might be better to not even model the toes individually like that. The gaps between toes look too wide anyway and that is hurting it imo. If you needed to save on geo I would model the foot as one solid chunk without toes and try to model in some of that underlying bone structure you see in the concept.
I feel a bit rushed because I only get 1 week to sculpt the hires model. Here is the final that I turned in. Got an A+ in the class.
Thanks to everyone for the help!