Hey guys!
For a long time I was planing to start posting on Polycount since I guess its the most helpful community out there in terms of critique but I guess I didn't really feel comfortable with my work.
Anyway, time to make this step
I would really love to know what you guys think about my models and I am definitely looking foreword to your critique/feedback.
I will start with my last character. It was created for my first personal project at my school. In a few weeks we had to create a character within 20k tris.
Since I have never went through the whole pipeline, and never really created a low poly, I wanted to create a model that would require me a range of things: different materials, a fair amount of gear, some organic parts, etc.
Here is the current state of a character I call Bekanovski (Brave New World inspired
). I had an idea placed in a SteamPunk universe and this guy was supposed to represent and capture the atmosphere of what I imagined.
He is still a WIP since the textures still need some work. Plus he is still missing a couple of peaces that will be added at a later time.
Here are some shots with the character!
Please let me know what you guys think!
Cheers!
Dan
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We had to make in Unity and focus it around vehicles. This is what we came up as a team of six (two designers and 4 artists).
I've learned quite a few things about the more technical aspects of a game and definately it was good to finally get my feet wet in Unity.
This is the trailer that we quickly made before a presentation that we had after the 4 weeks in front of a commission formed by two Avalanche members and an artist from DICE: https://vimeo.com/87420113
And here are some screens and Sketchfab links for the main models I worked on:
[sketchfab]08fa6009b8be4b6f85f8f3c3bdd9bae1[/sketchfab]
[sketchfab]08f5bb6eb1794dcaaca0a95d34018b6c[/sketchfab]
[sketchfab]3f8f52ea8ecf484d9e6b063cec9b7d1b[/sketchfab]
[sketchfab]2e871c4bbc634db6b143c6ccbba6f0a4[/sketchfab]
I want to post some progress of a character I'm working on for a specialization course I'm doing at school.
This character was a BIG BIG struggle for me and it still is. The idea of the character started and was greatly inspired by Assassin's Creed Black Flag. So I wanted to create a pirate... However, a pirate from 17th - 18th century will have a lot of complex cloth on him... mostly when you have Bartholomew Roberts in mind (fancy cloths, rich and extravagant way of dressing for the period, mostly when it comes to a pirate).
So, that's how I've found how hard it is to sculpt cloth... Its almost as hard as anatomy.. sometimes harder than that. Not that I am a master of anatomy but... I spent some time learning anatomy and for some reason I have never been as frustrated at any given moment as I was in the first couple of days of sculpting cloth.
Here I will put an image with the progress that I've made in 8 days (except the head which was sculpted first, before this course started). Any sort of feedback and critique is more than welcome.
The folds, overall, are not how and where they should be... But I need to try to move foreword with this character. I redid every part several times (pants are holding the record: resculpted them over 12 times) and probably I will still redo some parts. So it would be really helpful to get some feedback regarding the biggest and most annoying mistakes you guys can spot.
Thanks for reading and here is my Day08 progress plate:
Feel free to browse through the whole Pinterest Board; you will find the progress in images from day 1.
http://www.pinterest.com/danmihaila/captnthatchprogressdiary/
Cheers!
Its 5am here so I am way to tired and dazed to even think if its better or not or if it works or not... So I ll just leave it here and I ll have a fresh look at it later today after I get a little sleep.
I will continue by adding the last details that I want to have in the high poly.
I've added the base color but they need a lot of tweaking saturation/value wise before starting to add more details.
However, since I took a polypaint approach to it, the face is slightly more advanced and I thought it would be a good idea to post a quick screen with it and maybe get some feedback.
I'll spend the rest of the day tweaking the body textures.
Cheers
Here is how he looks now:
At the moment I'm trying to build the last props from the environment and than, I will finish blocking out all the textures.
Once I'm there I will start polishing them one by one... Still a lot of work but hopefully it will come along.
Note: Original concept of the room belongs to Ubisoft. This is a remake of the Jackdaw's captain cabin (Assassin's Creed 4).
But I will start with the beginning and show the current state of the Captn'.
The sculpt was rendered in KeyShot. It was the first time I've tried KeyShot and I will definitely try to learn more about it in the future.
I consider the pirate to be presentable at the moment.... The texture could use some more work, at least in certain area.. I could add a bit more dirt and wear on some clothing elements and I could bring a bit more variation in the skin texture. But for now I need to make sure that I have all my peaces up and running.
One thing that I really need to fix soon and it shouldn't take that long is the eye whites. They are way to bright at the moment.
Forgot to add a technical sheet:
There are quite a few mistakes that are really obvious to me and that I failed to see when I first made the character but those things are for sure things I will keep in mind for future characters. Stuff like the flattness of the face (which was intentional to a certain degree but I would do it different if I were to do it again), the cloth and the back of the character which is a straight line that is not in relation with any other curve of the body... which is something that should never happen.
ANYwho, here are a couple of screens from how it looks now. Also, in the screens, I've thrown a lab-table, which is part of an environment that I'm working on... The design is made by Tor Frick and the texture was a quick test I did to give DDO a go since I've never managed to get into it.
And the technical sheet:
Here is a third character I did recently, at the end of the first year of studies at Futuregames, during our last game project, which was 7 weeks long.
My task was to create three of our characters (The hero, an enemy, and a boss which is this Ogre) and also figure the character pipeline.
It was good practice since I didn't have that much time for it and because the game had an unlocked camera (think Assassin's Creed with unlimited zoom); therefor I had to come up with a nice character, that would hold from all angles and that would take me less than 10 days or so from concept to in-game model.
Wireframe: