So I've decided to dedicate a thread for learning. Lately I've realized I that although I've been making new work and saying its for learning I never plan out what it is I am trying to improve. To be honest I usually just give up on the learning half way through every project as I rush to finish. Hopefully here I can pinpoint areas of focus from style, to subject matter. I plan on making small sculpts and studies to stay focused on this goal. I'll happily take any feedback you all have. I always find it helpful.:)
Just so this thread isn't empty right from the start I decided to try mimicking the style of Chris Sanders in a hope to learn about character volume and depth. I personally find most of my work always looks flat, dull and kinda stringy. Regardless, here is the result:
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low poly:
high poly:
On a side note, an issue I encountered was retaining the detail of the high poly. If find that I always lose detail when creating the final result and it seems especially obvious here.
One thing you might want to consider on your high poly is doing subtle changes to your smoother surfaces. I usually use surface noise and the go in with trim dynamic and smooth peak to hammer the noise back down.
All of that said I think what you have looks good. For me good armor design finds a balance between having a cool silhouette and being functional. Also I like armors that make use of a bunch of different materials.
stevston89, thank you for the tips, they're very in depth. I'll definitely try out you suggestions. When it comes to adding geometry though would the help details like the scratches? I found they looked a lot deeper in zbrush but are a bit faded on the lowpoly. Here are the wire frames and textures.
Are you using the metalness workflow or the standard phong with specular maps? It looks like you are using spec so if that is the case. Your metal diffuse should be really dark. Metal has pretty much no diffuse information. It is all specular/ gloss information. Also if you want metal to look like gold or any other colored metal, you should be putting that color in the spec map. I did a quick and rough paint over of your diffuse and spec map. Here is a screen of what it looks like and the paint over.
Hope this helps and I am not sounding too much like an ass.... Good sculpts btw!
I'm aiming to make this character:
Her hands seem quite big? idk something is off about it though.
Other than that, it looks pretty good!
In the mean time, more other work
process:
I decided to try designing my own character. It's been over two years since I tried that so thought it'd be fun. The idea was to design a character based off a fox using clothing.
Here's my attempt at concept art
How did you do the hair on the finished model? Is that zbrush fibers? The feet look a bit off in profile on the last one. Lovely concept.
Are you planning on taking this to game res?
Soooo Kawaii! Keep the work!
Kanga, That is actually a bunch of poly plains with hand painted hair strands.
Fwap and Rocket Brian, I do plan to take this to game rez and have actually already started.
DireWolf, indeed I do: https://www.artstation.com/artist/cschoch
nickcomeau, BradMyers82 and Fomori good points about the posture. I tried to make the character feel less stiff but I can tell I went too far . I do plan to rig the model but I'll likely only adjust the posture on the lowpoly for rigging.
And finally, an update:
and a color test:
on a side note, I had the opportunity to try the GMH2.6 beta so I tested it on this character.
Here's a texture update. I know it needs work but this is my weak point so I'l just keep at it
I would add a decent hue shift here and there into the coloration, so that the brown doesn't look like one single color. IMO I'd do that escpecially in the shadows, but that's my personal tate. Color variation would add a little more life to your character. (I see that you started that, but I think you can go a little futher, maybe even add saturation and value shifts)
You could also paint a little more light into the scarf-thing, so that it get's a little more contrast.
My only crit would be adding more of the darker brown to the front of the hair strands.
but everything else is stellar work!
Reminds me of Kite's design from .hack too
Also through her in UE4 for kicks
https://www.youtube.com/watch?v=PP4BKrixsMA&feature=youtu.be
Do a damaged version, it doesn't have to be 60% damaged to an extreme but enough will work.
I'd say clothing damage, shoe/boot scuffing, rope wear, skin bruising / cuts, a bit of frizz on the hair (if you wanted, idk how to do that) leather lines/veins will look cool, clothing stains.
That should be good enough to keep you busy.
Looking forward to more if you decide to do the above.
Edit:
Some more color in the face, blushing type of stuff and some color on the lips, nose, cheeks, finger tips, (nails?)
You make a good point lotet. I didn't want her pose to be too close to the tpose, Fomori. I do agree though that my current poses are awkward. I'll likely try posing her again in the future since I plan on giving her a proper rig.
Thanks for the suggestions David. I actually have a few other projects on the go but doing damaged version might be a fun challenge to do at one point. I haven't experimented with things like that yet. Having color variation to the skin for expression such as blushing might be interesting too.
Glad you like it Jarren
As a side not I decided to play around with GMH and mental ray for fun. Also made a relatively quick low poly character for the fun of it.
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