I tried this last year with less-than-stellar results, for this time around I've decided to do the same character (the female one) to see how I've improved.
I have most things blocked out, and I'm going to be moving on to detailing soon. If I have time I might try and get her weapon in for the final presentation.
Any crits or feed back would be great.
Replies
Keep going! I'll join you in a few days by doing the environment test, and good luck!
That said, KEEP GOING.
I do agree that the proportions could be improved.. Right now she's looking a little squashed while in the concept art she looks like she has a tall, lithe figure. The armor looks like it's coming along nicely, but I would work on the body and face a bit more to bring them closer to the concept before continuing work on the armor.
Good luck! Keep working at it
Not that I want you todo the work for me, but you wouldnt happen to know the name of the character or armorset? I had been searching for hours before giving up and just freestyling the unknown parts.
On topic. As said, shes def very bulky compared to the concept. Still, its not bad man =P.
It's looking much better now. I also now realize why all of the GW2 characters are so thin without any armor on, it's to keep the stylized figure and prevent them from bulking up too much with armor on.
Also for those interested the female armor is the Norn Cultral Light Armor Tier 3, the game calls it the Lupine Set.
I noticed it doesn't follow the concept in some areas, probably mostly due to budget constraints. It gave me some ideas of things I could do, especially for the back and skirt piece, but I don't want to copy it exactly. I'm trying to see what kind of things I can give my own unique spin on and still work within the constraints given.
I am not sure if this is in your plans or not but IMHO the layered shin armor could be separately modeled pieces. They look ok now but with the surrounding pieces being separate I feel like there is a bit of disconnect in the sculpting. Again, just IMO.
Its looking much better with the new proportions. As said the nose could use some more refinement, and also the lips.
-.cheers
Thanks again, every bit helps!
Fixed more of the proportion issues that where pointed out like the nose, a bit of the lips, the forearms where shortened and the legs where thinned out just a little bit more. All of the elements are in, I'll still take critiques but I can't spend too much more time on the high poly if I want to make it on time.
It's been a little while and I haven't given up on this, finished the low poly with normals at 7,500 tris.
Textures so far, and since I have a bit of a hard time getting textures please critique away, I'll post flats if it will help more. Currently using XoluilShader II for the render.
The metal seems somewhat darker than the concept. Maybe try it a little lighter?
I also feel like the red hues on her nose looks a little bit like she has a cold.
Thanks for the crit, it helped! I did a lot of little tweaks to the texture, I also rigged her over the weekend and gave her a quick pose
I also made the weapon in the concept that i want to use for the final beauty shot I have planned.
Currently it's kind of bothering me that in almost every render you're looking on the side of some plane, which means that you see 3 disconnected floating links.
However if you want to give it a shot still, I think you should have a look at the smaller demonfaces. They seem to have considerably more triangles than the center belt buckle, even though they're quite a bit smaller. You'd have to remove... 57 triangles per face to have enough budget for 12-triangle chain links. Which is going to be tricky since you only have about 80~90 triangles per face it seems.
I'm not sure how I could make 12 tri chain links, I made some torus(es?) and the lowest I could get is 24 tris with 4 segments and 3 sides, unless I missing something... I've already turned it in, but never to late to learn something that could help me in the long run.
Thanks PDC!
I did an entry too and I decided that the chains should have 3d geometry.
The only way that I could figure out how to do it is like you were saying, you can only get them down to 24 triangles.
I think that snader was thinking 12 polygons, which would translate into 24 triangles.
So, by deciding to make the chains 3d you take a huge triangle count blow, and really need to prioritize detail.
So by my calculations, it is 24 per chain, plus 18 for the partial chain attached to the weight at the bottom, times 7 links, times 4 chains equals 744 triangles.
So, that is a large number of tris to dedicate to the chains, but I think it was worth it.
Here is a shot of my version of the art test with the 3d chains.
But good work, and good luck! It is nice to see other people who tried there hand at this!
I really should make a thread here for this to get some feedback so I can learn from this as well!