this is for the fighting game 3d fan art challenge, looking to improve myself more in 3d game character creation and my zbrush sculpting skills so critiques are very welcome
I feel like the forms are kinda soft, especially for an aesthetic like Guilty Gear's. Check out some of the work that's out there like some version of Dizzy Funky Bunnies did or Vidar's Potemkin.
Good progress
But for now the shoes are Very off... Seems you started them straight in ZBrush, but they are really too blobby right now. You should try something like 3ds max or Maya to model the hard surface of the shoe as far as possible, then add only the small details in ZBrush.
Here's a reference that will help, notice he's wearing relatively small shoes, not big boots.
Also you should make the second belt in the proportions of this reference, those upscaled parts are quite important in the Guilty Gear design.
Hope it will help.
yeah learning a lot more, wishing i kinda learned these things when i was doing the polycount adventure contest hehe, a test bake and render of wireframe in maya, need to reduce the 23k polycount feels a bit too much for the character
23,000 is high for a character...but this is a fighting game character so that's not really that bad. I'd focus more on evenly distributed polys and better edge loops.
You're spending all your budget in places that don't need that much attention. Like the stomach and the feet, you'd be better off putting these to use on the silhouette instead.
Updates! resculpted shoes, finished UV, some baking (AO, normals) basic diffuse and a quick 3pt light setup render in mental ray, all in a productive day, still needs textures, (skin )his sword(s), maybe a better render using(marmoset maybe) maybe a resculpt of a couple of things as always comments suggestions welcome
Isn't this supposed to be a game-res model though? Why would you render in mental ray? A real-time solution always makes more sense to me if you're using normal maps...
@MattQ86 still figuring out how get renders like that in mental ray and learning on how to use marmoset on the side which got me this,
still needs work and that weird seam issue keeps reappearing, which happens when i get further away from the model but does not appear when i do close ups
Replies
[ame="http://www.youtube.com/watch?v=BZY3I7SyLQI"]Zbrush Character Sculpt - Mutant 004 - YouTube[/ame]
for every part of your model.
But for now the shoes are Very off... Seems you started them straight in ZBrush, but they are really too blobby right now. You should try something like 3ds max or Maya to model the hard surface of the shoe as far as possible, then add only the small details in ZBrush.
Here's a reference that will help, notice he's wearing relatively small shoes, not big boots.
Also you should make the second belt in the proportions of this reference, those upscaled parts are quite important in the Guilty Gear design.
Hope it will help.
render
wire
diffusemap
http://cg-sammu.net/
http://power.cghub.com/
http://www.funkybunnies3d.com/gallery.php
http://haikai.net/
http://cargocollective.com/madina88
http://www.andyfoster3d.com/
@MattQ86 still figuring out how get renders like that in mental ray and learning on how to use marmoset on the side which got me this,
still needs work and that weird seam issue keeps reappearing, which happens when i get further away from the model but does not appear when i do close ups
a big thanks to MattQ86 for his links and crits which helped me a lot!
off to make my next character