Hiya, Its been a long time Since any update So let me change that. Here is a character that i just finished working on. Its inspired from The Last of us and lot more survival games :-). There was no particular concept as such. I just designed the character as i went along. Enough Talk!So here are some Maya Viewport Screengrabs ( no post work except for the background )
The Polycount was a bit heavy that i expected but hey we have arrived at the next gen right :-)
The character with Hair planes are about 26064 Tris
The Bag - 7606 Tris
Gas Mask 10598 Tris
Rest of the Props -8609 Tris
Rifle - 7474 Tris
Anyway here are some wireframes
Rally inspiring I am just starting my 3d adventure so I can not tell you what can possible be wrong.
how the textures sheet works do you have in one sheet the diffuse,normal and Ao altogether??
Thank you aferalva6, Glad you like the work. the textures i used for this character were separate and i just put them together for presentation purpose.
Good job on this, she looks great. Good attention to detail on her finger nails too. Also, try darkening your background on all the images to a dark grayish color instead of light gray. Right the light gray is making hard to read the model.
Thank you MrHobo I did try darker background initially but was a bit more difficult to read and didnt work particularly well on full frame shots. her shirt is already kind of dirty /grungy and kind of didnt stand out on a darker background. It worked well with close up shots but i wanted to maintain a background consistency. hence went ahead with a lighter one. :-) may be i could have darkened it a pinch you never know :poly141:
Your design is fantastic. She fits perfectly with Naughty Dog's style, and I'm really impressed with the smaller details.
Idk if you're looking for critiques, but her face looks too healthy and round. Her body looks like she has been fighting off clickers for months, but other than some grim and cuts, her face is rather pristine. I would imagine that post apocalyptic survival is pretty fucking brutal, so she'd be sleep deprived, stressed, and underfed.
I saw this article a while back on solider portraits. It really amazing how much our faces change when put through stress like that.
If you don't mind me asking, what is your baking process for the shoes? The reason I ask is that floating laces gave me a huge problem when projecting to a low res mesh in Zbrush.
Really like this and some fantastic sculpting. I think it's just the texturing that is holding it back a bit. If you look at it in greyscale it all bleeds together. I think if you adjust the values of different segments it will help seperate the elements and make the whole thing pop more.
Here's a comparison of original (bottom) and modified (top) where the skin levels back been adjust and the saturation reduced slightly. I personally like to view the model like this in greyscale, adjust the values accordingly then bring the colour back and adjust the saturation to rebalance.
Thank you Mongrelman for taking time for the image :-)Glad you like the sculpts Agree with the values of the image. Iam planning to re render her in marmoset 2.0 next week and shall take these points in mind while i do that . Thank you
The render might a pinch dark. Just getting used to the srgb thing in the tool and also it was midnight:).Shall post a brighter when i do a truntable. Couldnt resist to post the results so far anyway :poly136:
Replies
how the textures sheet works do you have in one sheet the diffuse,normal and Ao altogether??
Idk if you're looking for critiques, but her face looks too healthy and round. Her body looks like she has been fighting off clickers for months, but other than some grim and cuts, her face is rather pristine. I would imagine that post apocalyptic survival is pretty fucking brutal, so she'd be sleep deprived, stressed, and underfed.
I saw this article a while back on solider portraits. It really amazing how much our faces change when put through stress like that.
here are some zbrush screens :
If you don't mind me asking, what is your baking process for the shoes? The reason I ask is that floating laces gave me a huge problem when projecting to a low res mesh in Zbrush.
Here's a comparison of original (bottom) and modified (top) where the skin levels back been adjust and the saturation reduced slightly. I personally like to view the model like this in greyscale, adjust the values accordingly then bring the colour back and adjust the saturation to rebalance.
Hope this is useful.
The render might a pinch dark. Just getting used to the srgb thing in the tool and also it was midnight:).Shall post a brighter when i do a truntable. Couldnt resist to post the results so far anyway :poly136: