[FINAL RENDER]
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Hello Polycount!
I am going to make a character for an assignment in school, and for the first three weeks I'm going to make the Highpoly. Then I'm gonna spend three more weeks for the Lowpoly with textures. I will be using Maya and Zbrush for the Highpoly.
My character is an assassin, made for a third person game for this console generation. Here is my concept and references:
I realize and admit it looks alot like an assassin from assassins creed, but I'm gonna try to put my own look to it.
Look back for more updated these coming weeks, and feel free to leave a comment full of critique!
Cheers!
Replies
Good luck duder .
New progress, started blocking out the different clothing parts in maya and exporting to zbrush.
Did a redesign of the pants because I thought "hey, boots are pretty cool!", but now I'm not sure at all, so when I'm done with the blockout i'm gonna make the pants in the original concept too and compare them.
A lot of prince of persia atm, not really the direction I wanted, but I think it'll give a truer representation when I'm done with the blockout.
Even more progress, although slow. Made more blockout pieces in maya. And I went back to the old pants design, feels better that way. Starting to form into something at least.
I really like the concept, and you could keep him as an assassin, but more of the aggressive and noisy kind. Have fun with all the details =D
Hehe, noisy assassin, never gets old.
Finished the blockout in maya, gonna move on to zbrush now, experimenting my way towards the final high poly.
Also tried to fix the anatomy, and I think it got better, now I just gotta fix the pose from the side, not dynamic enough.
Crits more than welcome!
I feel like I'm just doing random things, some turn out good, some horrible. There's gotta be a better workflow for this.
Still have no idea what to do with the pants, they're too plain.
Ignore the mask, will probably change it.
Yea that is what concepting is for. You figure that stuff out before hand so you can concentrate on one thing at a time (form/shapes.)
It's looking cool regardless.
True enough, should probably do some paintovers or something. And thank you
About one week left now for the assignment, think I'm still on track.
Still got some work on the pants to do, but the other parts are actually coming along nicely. Got help from a friend with the mask, kinda got a Tengu-vibe about, and I feel good about. Gonna look around for more similar references to implement.
Check back for more!
I'm not suggesting Albin changes a thing though; it looks sick, reads appropriatly and looks accurate to the time period.
Two Listen: Good that you feel that it's consistent! Although maybe I should figure out this "place" you speak about from where he comes from, cause I really have no idea where that would be, might be a problem!
BringMeASunkist: It's all valid and true, will have to think more about function on my next project, feels like it makes the character more believable
OrangeKnight: Yes, as I said I'm also unsure about what to do with the pants, I wanna keep the basic shape, but as you say, I should work on giving them some "realism" making them affected by gravity, cause i think that's what's missing.
Worked some on the pants today, found some pictures of what I think are called Afghani Harem Pants, and I really liked the crazy folds, and that they were made of alot of fabric. Not perfect yet, but tweakable.
The biggest problem is that the pose is just not dynamic at all from the side, it's just a straight line. Kinda hard to bend the legs with these pants, think the shape will be lost, but maybe I can do something about the upper body area.
Hope you all like it!
Started adding details, really fun process, and I think some areas are starting to look pretty good. Changed my mask once again, still unsure with what to go with, gotta work that out soon. Right now it's a top metal part and a jaw underneath which could be made of wood.
I know much of his equipment is illfitting of an assassin, and as I said in an earlier post, i was thinking of changing him to a lightweight warrior, or cultist of some sort. Think the mask would be kind of fitting for a cultist.
Friday's the deadline, so gotta give it all until then!
Look back for more!
Some more detailing work, and going in and fixing various stuff. Not much time left now, but still need to fix the shoulderguard and the thing on his butt.
Rendered in Maya Mental Ray, with an AO pass multiplied on.
Comments are more than welcome!
Later!
Loving this piece so far. The detail you've put on there; is it via displacement maps, or have you used alphas to just sculpt it on?
Cheers.
Most of the details are made by either handpainting, alot of dam_standard brush, and some by using insert mesh brushes i made quickly, like the seams. Not a lot of it done by alpha.
Started working on the lowpoly, UV-mapping it now. With sword and all, just below 12k tris, which is my limit, so I think I'm doing fine.
More updates to come! After UV comes the texture!
New update, final lowpoly with baked normals and AO (baked lowpoly AO in Maya, with AO made from normals with ndo2 multiplied over).
I'm feeling kinda good about it, though I'm a little stressed to make it on time, deadline is next friday, and I have a lot of work to do with another project in school. But it'll probably be fine.
Anyway, hope you guys like it! Check back for more updates.
Started on the texture. Not sure about all the colors, but my workflow allows easy changing of colors. Lots of layers with selections.
Check back for more!
This is where I'm at with the texture. Got until friday to finish the texture and then pose and take some shots for the presentation.
More updates coming!
More work on the texture, slowly getting more detail and grunge in some areas, alot left though.
Stay tuned!
More texturework. Took a break from texturing to rig it for posing, gonna weight it tomorrow and then go back to finalizing textures before presentation and deadline.
Did a quick spin gif, dunno about settings, so it's not so good quality, sorry about that.
Gonna do some poses and rendering it out for presentation, deadline in 6,5 hours!
Good points woogity, have tried to add some grunge to the specmap, but as you're saying it's still too uniform. Gonna try to make some quick changes and then post some higher res screenshots, but then I've gotta move on to the presentation for the assignment deadline.
I'm using a Physically Based Lighting-shader made by two teachers at our school. You can check it out at kostas.se. It's redered in Maya Viewport 2.0.
Stay tuned, more stuff coming up soon!
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The final result, presented 30 minutes before deadline.
Really happy with the character overall, although there are, as always, many things that could be better. But the important part is that i've learned alot, and the next project will be even better.
Please leave a comment if you've got critique or anything, will read it all and try to take it with me to my next project.
Thank you for all the awesome feedback all of you, it really helped me finish the project in time!
Cya in the future, cheers!