Its looking amazing. What is your method for getting such detailed skin pores? Is it brush alpha, are you using cavity map selections? How high is the subdivision? Thanks in advance. My only crit would be the nose. If he's a brawler his nose would be a little more jacked (like its been broken) or broken blood vessels in the skin. Keep it up man, and you might just take this whole contest! (also, please no, on the white guy dreds)
@Stiffler, Its an alpha in Zbrush called 'bumpy skin' I change the draw mode from freehand to drag rect and then place different sized pores over the face (using reference). Also yeah good Idea nose could do with a bit of damage, I'll keep that in mind.
Thanks man!
@Mr Jones, thanks man! Your model is looking great too
@XilenceX, Cheers bro, I'm going to split it up between topogun and zbrush retopology. Just find certain things quicker and easier in different softwares, preferably Topogun for organics
Forgot to mention that I made the arms longer, someone over at zbrushcentral mentioned they look a little short, so I made changes. You'll see in retopology I guess
he does look a bit bland, but start over from scratch sounds overkill. but maybe you should take a closer look into who he is, what makes him an adventurer and such. do a personality study of him, give him a name and figure out who he is. cause he is kinda generic/NPCish at the moment.
I would suggest not completely starting over. You've got a great 70% done, the final touches are always the hardest to realize. You're guy's based on Bronson, right? Take that as a jump off point and consider 'history'. If he's a super badass, where did he get all his gear from? Now it all looks store bought and brand new. Add some wear and tear. Create some sewn on stuff he had to improvise, and never fixed, cause his way worked better than the store bought version. Give him some unique weapons, something he stole off his old training master......etc. I think starting new would be defeatist at this point. Take a few days off watch some movies that inspire you and come back to it.
Yup. A do-over at this point is a foolish notion. Bring this one up to scratch and then move on to the next thing. No point having lots of half-finished work.
I'd agree about looking into telling the story through his gear. There are all sorts of ways to make him pop. Colour's a usually a good place to start.
I used to work on APB, and when I was building the character designs for the in-game contacts, it was all about using the customisation studio to build them. That being the case, the trick was all about building brands, colour schemes, tattoos an so on...
www.jackoakman.com check the commerical section 'contact's and 'preset outfits' sections.
Lots of the same items, textured in hugely different ways. Maybe it'll give you some ideas.
The only bit I would consider redoing is the bandage. not sure that one's come out too well, mate. But you can bring this one up to scratch for sure.
Hey there! Quick reminder that you still need to fully register to the contest so that we may provide you with free access to Mixamo's Auto-Rigger and Motions Collection. (You will need to take a few minutes to Auto-Rig and animate your character before submitting your entry.)
Here's how to register: Simply send an email to contest@mixamo.com and provide the following info:
Name: Your First and Last Name Login: Your Mixamo login or associated email address Source: Where you heard about this contest Tools: 3D software you will use to model your character Polycount WIP Thread: Your email must include the URL to your work-in-progress thread on Polycount so we can follow your progress
That's it!
We'll then provide you with free Auto-Rigging and animating on Mixamo and send you a confirmation. Thanks!
Agreed: don't give up on your character yet! You obviously put a lot of work into him and he already looks great. You're definitely on the right path, and I think that, as others mentioned, pondering on his backstory a little more would already help you a great deal to really define his identity better and translate that into design edits/additions.
Cheers for the advice guys, its a good idea looking deeper into the character, which i will do . Also gonna rebake onto seperate maps, now the texture limit has been lifted. See if I can get some better details out of it
Tiny but of an update, been trying to fit this in between other projects. Still loaaads to do. Rough pose because looking at that tpose is really doing my head in haha.
Yes, adding a pose really helps. Funnily enough, now that you've done that I like your guy a lot more. Rather than seeming like a bug brute, he looks more like the kind of dependable heavy one would like on any action team.
Hey!
I was a bit shocked when I heard that you want to throw away such a good character. Maybe I have a bit silly attitude to this. But I think each character has a soul. And it's too sad if you will not finish your work. It is better to allow this character to open up. And you doing great job with the help of poses!
My advice is, perhaps, you should think about some element of the environment.
Replies
Thanks man!
One more render. Retopology tomorrow.
@XilenceX, Cheers bro, I'm going to split it up between topogun and zbrush retopology. Just find certain things quicker and easier in different softwares, preferably Topogun for organics
Forgot to mention that I made the arms longer, someone over at zbrushcentral mentioned they look a little short, so I made changes. You'll see in retopology I guess
Cheers!
And I've also baked the base skin polypaint from zbrush.
-Heres an image In marmoset. (Don't worry guys the clothes arent going to be white. )
Its slowly getting there, unsure about some areas though. Cant wait to pose him, this guys posture is gonna say a lot about him.
Heres some more progress, I keep getting too distracted by marmoset's settings haha!
Something about the over all thing isn't looking right to me Any thoughts??
I'd agree about looking into telling the story through his gear. There are all sorts of ways to make him pop. Colour's a usually a good place to start.
I used to work on APB, and when I was building the character designs for the in-game contacts, it was all about using the customisation studio to build them. That being the case, the trick was all about building brands, colour schemes, tattoos an so on...
www.jackoakman.com check the commerical section 'contact's and 'preset outfits' sections.
Lots of the same items, textured in hugely different ways. Maybe it'll give you some ideas.
The only bit I would consider redoing is the bandage. not sure that one's come out too well, mate. But you can bring this one up to scratch for sure.
Here's how to register: Simply send an email to contest@mixamo.com and provide the following info:
Name: Your First and Last Name
Login: Your Mixamo login or associated email address
Source: Where you heard about this contest
Tools: 3D software you will use to model your character
Polycount WIP Thread: Your email must include the URL to your work-in-progress thread on Polycount so we can follow your progress
That's it!
We'll then provide you with free Auto-Rigging and animating on Mixamo and send you a confirmation. Thanks!
-Cheers
Any idea how to get these animations into marmoset?!
looking real good.
I was a bit shocked when I heard that you want to throw away such a good character. Maybe I have a bit silly attitude to this. But I think each character has a soul. And it's too sad if you will not finish your work. It is better to allow this character to open up. And you doing great job with the help of poses!
My advice is, perhaps, you should think about some element of the environment.