Heyo fellow polycounters! I am currently working on a portfolio piece, in which I'm building an ogre. Any C&C or ideas would be most helpful! Hope everyone has a good weekend!
Will do more work/updates tonight after I get home from my workplace.
Little update from tonight. Just added some flat color to get an idea of where I might want to take it. Still roughing out a lot of the detail on the accessories. More to come tomorrow night!
Yeah I agree with lotet on this, but I'm not a fan of the pack design (I know its still WIP). Maybe by having it at an angle and a few talismans, etc here and there. would offset the symmetry.
Thanks guys it truly means a lot! Thanks for the tip Nerf. I always seem to forget to put indications of scale. I'll be sure to add some props to indicate such!
Haha I'm glad you dig the belt, lotet! I really wanted it to be a focal point. Nothing makes a statement like a big ole' belt buckle! :P
I definitely have too much symmetry going on Di$array. I repositioned the pack and I'm going to do a slight redesign so it in itself isn't so symmetrical. I'll sketch up some talismans/accessories and try to have another update tomorrow night!
Thanks again guys! -- Here is a little update on my character
1. Flipped the belt. I had it on backwards.
2. Repositioned / reworking the pack. ~ limit symmetry!
3. Indications of scale soon to come!
Looking sweet, he has a lot of charm in his face.
The sphere details in his boots and bracer work well, but they look really odd on his pauldron and keep drawing my eyes to it.
Going to keep an eye on this, keep up the good work
Just a smaller update tonight. Got the pouch mostly blocked out. Still need to put the buckle's tooth in the buckle. I also took the studs off of the pauldron. More to come tomorrow night!
nice update, i guess are you planning on separating the bag into more parts? cause its quite visible that the whole thing is sculpting from the same mesh atm.
anyways, keep it up, looking forward to the next update !
Thanks for checking back, lotet! I was considering separating the strap from the bag, but that is about it. Is it completely necessary to separate the items into multiple pieces? If so, is it mainly just for convenience while working or for baking purposes? Or just to clearly differentiate between the elements in the piece? I should really separate the patches/strap for that reason alone. Thanks!
Here is a smaller update again. Will have a better update tomorrow. Planning on sketching out some weapon and pauldron concepts. I am oddly fond of the simplicity of the pauldron now, but I'll see what I can come up with!
Some quick weapon silhouettes. They're all big two handed weapons, close to the size of the ogre. What type of weapon do you guys think I should continue designing? Will be back in a few hours to continue working!
They're all really nice, but I'm leaning towards 4 then 1.
I don't picture him using a slicing weapon, but definitely see him using a blunt sweeping weapon.
Thanks for the input guys! I was thinking more along the lines of a blunt weapon as well and had initially liked #1 the most. Since it is favored by others as well, I picked it.
I'm not too fond of the round / softness of the hilt pieces. I was going for a chiseled / hammered feel, but it fell through. I'll try to go over the edges again with the trimdynamic brush to see if I can tighten up the edges!
the thing that looks off to me is the cylinder part under the handle, the dents in it look... awkward to me, i think cuz of the diagonal flow of it
feel like cracks on stone is usually on the edges
Looking good, and to answer the "separate stuff into different parts" question. Its both for convenience and for visual purpose.
I think separating everything could be the difference from a 9/10 model to a 10/10.
but if this guy is gonna be on a 512 or 1024 texture or rendered from far away I would not be super concerned about it.
anyways, looking good, keep it up, the club looks great!
Thanks for the feedback and reference jinn15! Those are some amazing models! I have no time tonight, but I'll fix the issues with the cylinder part and edge treatment tomorrow night
Thanks for the clarification lotet! Definitely makes sense. I'll do my best to separate the meshes into more parts wherever is sensible. I need to learn more about using different UV channels, and the benefit of doing so. But more to come tomorrow night!
Hey Rafferty, I like the process youve made with the weapon, pauldron, pouch, etc. Speaking of the pauldron I think the simplistic design works well, maybe you could turn it into a slab of stone or have some rudimentary carving on it.
As for the weapon Id have gone with 1 or 3 as they have solid silhouette and looks like something an ogre would use. The others look a little complex for him. You know what I mean?
Thanks for checking in Di$array! Totally understandable on the silhouette and complexity. Here is a small update for tonight! I just went with a simplistic geometric shape on the pauldron. It is still subject to change :P Edited the cylindrical portion on the mace and I'm thinking about adding a metal claw support to make it more interesting / sturdy.
I'm getting the base colors down and then I'll do more in PS. I need to add more contrast and value to the pieces. I'm hoping to do so in PS within the next few days after I make the low poly mesh for everything!
Replies
Haha I'm glad you dig the belt, lotet! I really wanted it to be a focal point. Nothing makes a statement like a big ole' belt buckle! :P
I definitely have too much symmetry going on Di$array. I repositioned the pack and I'm going to do a slight redesign so it in itself isn't so symmetrical. I'll sketch up some talismans/accessories and try to have another update tomorrow night!
Thanks again guys! -- Here is a little update on my character
1. Flipped the belt. I had it on backwards.
2. Repositioned / reworking the pack. ~ limit symmetry!
3. Indications of scale soon to come!
The sphere details in his boots and bracer work well, but they look really odd on his pauldron and keep drawing my eyes to it.
Going to keep an eye on this, keep up the good work
anyways, keep it up, looking forward to the next update !
Here is a smaller update again. Will have a better update tomorrow. Planning on sketching out some weapon and pauldron concepts. I am oddly fond of the simplicity of the pauldron now, but I'll see what I can come up with!
I don't picture him using a slicing weapon, but definitely see him using a blunt sweeping weapon.
I'm not too fond of the round / softness of the hilt pieces. I was going for a chiseled / hammered feel, but it fell through. I'll try to go over the edges again with the trimdynamic brush to see if I can tighten up the edges!
The progress I made today:
the thing that looks off to me is the cylinder part under the handle, the dents in it look... awkward to me, i think cuz of the diagonal flow of it
feel like cracks on stone is usually on the edges
http://cghub.com/images/view/383426/
but cant wait to see it finished!! =D
I think separating everything could be the difference from a 9/10 model to a 10/10.
but if this guy is gonna be on a 512 or 1024 texture or rendered from far away I would not be super concerned about it.
anyways, looking good, keep it up, the club looks great!
Thanks for the clarification lotet! Definitely makes sense. I'll do my best to separate the meshes into more parts wherever is sensible. I need to learn more about using different UV channels, and the benefit of doing so. But more to come tomorrow night!
As for the weapon Id have gone with 1 or 3 as they have solid silhouette and looks like something an ogre would use. The others look a little complex for him. You know what I mean?
Keep it up!
Here is where I am at now: