Great job on Hiccup, his face is spot-on and his body form for the most part is well done. He does feel a bit slim/tall to me, I don't remember how he looked like in the film, I could be wrong. It could also be the difference in camera focal length between Marmoset and ZBrush; the ZBrush sculpt looks far better to me in terms of proportions. The marmoset one looks too tall/slim.
I think you can push the material definition/color of the cloth/armor further, I don't know how much Marmoset limits you in that respect. The subsurface is also very well done.
The pose for the most part looks ok, but maybe relax his right hand a little bit and maybe do an slightly stronger contrapossto.
For the turntable, maybe a closeup shot of his face would have also been nice.
By the way I haven't used Marmoset in years, (ever since 1.0 I think?) how did you do the flames for the sword? Are they emission geometry with transparency? And the little fire flares with DoF are spheres with emission?
hey man, thanks a lot for the critics and comments. I think the overall can be pushed further too, i'm currently trying to get substance into my workflow so it can get iffy sometime.
The flames on the sword are simple alpha cards with a heat map (somewhat similar to emmisive) and a light at their beginning to simulate....well it's light.
Little flares are simple random quads here and there with a gradient and a transparency, the dof is handled by Marmoset
Here's my latest one, taken from Katon's inktober butcher
So here's a fun exercice i did recently. Trying to actually translate anime stylization to 3d is super brutal, so much thing gets lost or hard to find. It makes you think about how to adap anatomy/posing/proportion to get the right feel. There's surely a fuckton bajillion stuff to correct on the model but it served its purpose for now.
Tho I might go ahead and start working on some other figures in the future.
(i'm lookin at you, Hagiwara)
That's a cool design. Get's me thinking of Dune (love Dune).
I would say the scale of skin details (pores, bumps and wrinkles) are a little too large?
They also seem a bit too deep? Which does give her a dehydrated weathered look, like she's been in the desert (Dune!), but that could do with being more subtle in my opinion.
Replies
The armor looks a bit too cludy/muddy. It would be nice to get some sharper details in there. Still nice work overall!
still working on that cook while going back to my roots with chicks and sci-fi
finally finished my main project, Reii
also a turnaround vid
https://vimeo.com/102165894
Are you using a mirror as reference?
Last spam for this guy, turnaround : http://vimeo.com/110182672
I think you can push the material definition/color of the cloth/armor further, I don't know how much Marmoset limits you in that respect. The subsurface is also very well done.
The pose for the most part looks ok, but maybe relax his right hand a little bit and maybe do an slightly stronger contrapossto.
For the turntable, maybe a closeup shot of his face would have also been nice.
By the way I haven't used Marmoset in years, (ever since 1.0 I think?) how did you do the flames for the sword? Are they emission geometry with transparency? And the little fire flares with DoF are spheres with emission?
Anyhow great job, very nice sculpt.
The flames on the sword are simple alpha cards with a heat map (somewhat similar to emmisive) and a light at their beginning to simulate....well it's light.
Little flares are simple random quads here and there with a gradient and a transparency, the dof is handled by Marmoset
Here's my latest one, taken from Katon's inktober butcher
Kend : man, i love your stuff, your comments goes right in dem feels
Kaine : yes i should try that. At first the nickname was taken from one of my original character, which i should try to model
Fomori : haha thanks a lot mate !
so here 2/3 on this guys. The final version of our gentleman. I'll start the final character when i can. So far this has been a blast to work on !
Keep up the awesome work!
So here's a fun exercice i did recently. Trying to actually translate anime stylization to 3d is super brutal, so much thing gets lost or hard to find. It makes you think about how to adap anatomy/posing/proportion to get the right feel. There's surely a fuckton bajillion stuff to correct on the model but it served its purpose for now.
Tho I might go ahead and start working on some other figures in the future.
(i'm lookin at you, Hagiwara)
Your Hinata looks better than in the anime. Cool sculpt dude!
here's something I did before flying off on vacations
I would say the scale of skin details (pores, bumps and wrinkles) are a little too large?
They also seem a bit too deep? Which does give her a dehydrated weathered look, like she's been in the desert (Dune!), but that could do with being more subtle in my opinion.
back to some realtime stuff with my cat. Working on some realtime Fluff
here my current personal thingie. Map are just fresh out of the oven i'll start texturing soon.
Been quite invisible lately due to work and life but I managed to do something while on the workshop with Sze Jones.