So yeah this is the new dude I'm working on, still very much a wip, done some work on the upper body whilst the rest is still very much in the block in phase. Gonna give him some more armour on the lower body and possibly and weapon/shield. Any feedback/thoughts welcome
Some views of where it's @. Looking for some crits/feedback if anyone has any, still refinement in certain areas, and some parts haven't been touched yet, I'll probably add a weapon to....
Looking for crits specific to the shape/silhouette and if anything glaringly stands out as something that doesn't fit and/or interrupts the sculpts flow.
I agree with Texelion, the claws definitely look too much like flesh. If you don't want to worry about changing the geometry at this point you could probably get away with it with some good textures.
As for other feedback, I think the bottom part of the monster looks a bit "plain" (great muscle definition though!) but the monster could use some broken leg shackles or something like that in my opinion.
Looks great! I'm digging the material definition of the claws more. The only thing that I could say is to remove the central horn\plate thing so that the head isn't as busy.
Probably gonna finish the sculpt up this week and start on paint/retopo. Still need to detail the belt, weapon and horns. As always feedback/crit welcome
My 2013 Probably less then 50% of the work I've done this year when you factor work and university pieces to, as well as some of the stuff I've left off. I think the oldest piece on here dates back to mid May. It was as ace year and I plan on doing even more in 2014 ^^
Low poly, unwrap and normal bake done Gave myself a 60k tri limit as he's a big fella but came well under. Might take a break from this for a week or so before I texture/pose him. Feedback always welcome
Nice character, I think 4 2k maps it a bit much though, especially for real-time. If you think about it, that's 12+ maps (Diffuse, Spec, Normal, with maybe Gloss, Alpha, Emissive). It looks like you're trying to keep most things unique, which sometimes just isn't practical. You can also improve your UV layout of the sickle, some of the UVs could be bigger.
It's actually 5x 2k maps, I've just edited it. You're 100% right about the weapon, I'll adjust that when it comes to texturing. As for map sizes I'll agree if you're talking about realtime environments on consoles like the PS3/360, but in terms of current/next gen (PC/PS4/XBone) it's not an issue. For example the KZ Shadowfall hero characters used 6x2k textures with additional detail maps.
Thanks Robo, hmm maybe I've been to generous with the padding then.
The dick UVs on the sickle sheet is a nice touch
I got nothing to add other than what has been said, looking good though.
Any chance of showing the low without the normal map?
So yeah, an attempt at a female face along with a polypaint pass, I might take this further, maybe even make a female character. Feedback more then welcome
Thanks Katana I actually do work full time as an artists, got my first real gig 6 months ago now
Worked a bit more into this one tonight, gonna leave it at this and get back to other stuff for now. Was great fun though as I've never really tried to create a female face before... might turn it into a character in future Feedback always welcome.
The nose was a lot flatter and natural when I first started sculpting it, I then decided to break away from the 'rules' and change it to the way i is now because I thought it was more attractive.
As for reference if you Google 'women's face's' and ' female facial proportion' then you'll get my reference pages :P I wasn't using anything to specific, I was just pulling influence from the first hit of images.
Thanks CougarJo, I'm still working on the diffuse (or Albedo, I should really start calling it that more :P), so hopefully when it's done and all lit 100% everything will balance.
UV's Robo? I'll post the full texture sheets when it's all done.
quick update from me, messing with mats, getting used to this PBR lark :P
Weekend spams Reposed, added effects and done more map work, need to finish the head and do the lower body then I think I'm done. Any feedback for the final stretch is appreciated
Been loving this guy, though I like the more subtle glow in the first texture WIP.
The lower contrast made the relation between the ore, skin, and horns less foreign.
Don't get me wrong though, that last shot looks amazing, I personally feel the overly bright smoldering white distracts from the rest of the awesome model.
Thanks Texelion and Lavitz.
Thanks for the feedback Lavitz, I see what you're getting at, my intention is to make him feel really hot and I didn't think the more crystal like look was doing his upper half many favors. I'm working on it now, I'll have a play with some maps and lighting and see how it looks Thanks again!
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LOD0 ended up as 294 tri's and the in-game LOD1 was 216 tri's
Be sure to rate up coz I love you :P
http://steamcommunity.com/sharedfiles/filedetails/?id=195902067&searchtext=
Check it out here
So yeah this is the new dude I'm working on, still very much a wip, done some work on the upper body whilst the rest is still very much in the block in phase. Gonna give him some more armour on the lower body and possibly and weapon/shield. Any feedback/thoughts welcome
P.S Chrisradsby your latest WIP Konoha-inspired Village is looking fantastic, the colours are amazing, cannot wait to see where it ends up
If anyones willing to drop me some feedback I'd love (probably :P) to hear it
Looking for crits specific to the shape/silhouette and if anything glaringly stands out as something that doesn't fit and/or interrupts the sculpts flow.
Maybe you could do a clear separation between the flesh and the claws ? Here it's like the muscles turn into claw...
Or put some armor on the arms/hands ?
As for other feedback, I think the bottom part of the monster looks a bit "plain" (great muscle definition though!) but the monster could use some broken leg shackles or something like that in my opinion.
Regardless, it's looking great!
I'll just leave this here...
Think I'm done with the sculpting now, minus any glaring issues or decent feedback I receive On to retopo and paint!
Any feedback welcomed
Enjoy playing UV jigsaw!
It's actually 5x 2k maps, I've just edited it. You're 100% right about the weapon, I'll adjust that when it comes to texturing. As for map sizes I'll agree if you're talking about realtime environments on consoles like the PS3/360, but in terms of current/next gen (PC/PS4/XBone) it's not an issue. For example the KZ Shadowfall hero characters used 6x2k textures with additional detail maps.
Thanks Robo, hmm maybe I've been to generous with the padding then.
I got nothing to add other than what has been said, looking good though.
Any chance of showing the low without the normal map?
Threw some colour on the body/crystal things, what do peeps think of the colour combo? Obviously far from finished, open to suggestions
Worked a bit more into this one tonight, gonna leave it at this and get back to other stuff for now. Was great fun though as I've never really tried to create a female face before... might turn it into a character in future Feedback always welcome.
The nose was a lot flatter and natural when I first started sculpting it, I then decided to break away from the 'rules' and change it to the way i is now because I thought it was more attractive.
As for reference if you Google 'women's face's' and ' female facial proportion' then you'll get my reference pages :P I wasn't using anything to specific, I was just pulling influence from the first hit of images.
Texturing in progress, this is the vibe I'm going for, would love some feedback. To noisy? To warm? More colour? Far from finished mind you
For the ''demon''. I like the tone of the skin and crystal on his back. But I'll saturate a bit more the armor and leather
UV's Robo? I'll post the full texture sheets when it's all done.
quick update from me, messing with mats, getting used to this PBR lark :P
reposed in a bit to sit better angles. feedback welcomed
The lower contrast made the relation between the ore, skin, and horns less foreign.
Don't get me wrong though, that last shot looks amazing, I personally feel the overly bright smoldering white distracts from the rest of the awesome model.
Thanks for the feedback Lavitz, I see what you're getting at, my intention is to make him feel really hot and I didn't think the more crystal like look was doing his upper half many favors. I'm working on it now, I'll have a play with some maps and lighting and see how it looks Thanks again!