Finished the brute-dude for our game.
Ended up using 13k tris and 1x 2k texture.
Might rework/refine the texture later (depends on how much time we will have left), right now it's just basecolor+ao+cavity.
Now I have to get back to programming stuff to finish in time
Oh and btw, I just noticed that this is the first full game ready character I have ever finished, so yaay xD
Focusing on environment art at the moment, but here's a sculpt which will be some kind of female android thing when it's finished for my Cyberpunk Environment I'm working on
Did some more practice.
Also some experiments with polypaint, never used it before.
Something still looks wrong, but I can't figure out what.
EDIT: forgot the eyebrows, maybe that's what looks wrong o.O
Shyralon I'm currently starting to learn character modeling myself and the human anatomy is killing me zzz. Your progress over the past year gives me inspiration! The sketch studies of the muscle system was nice. Something that I definitely need to do!
I'm also loving the Garrosh sculpt! Are you going to try a full body sometime?
This thread is great for the progress it shows, and more importantly, the willingness to take criticism. You started off with, forgive me, some seriously "WTF" sculpts, and in course of fewer than 3 pages, dropped an instantly-recognizable Sir Ben Kingsley, plus a truly badass orc.
I know the short length of the thread belies the amount of study and practice it represents, but still... The key takeaway is that every time someone offered advice, you took it. That's why your work is now legit, while others stagnate.
@Teroniz:
Thanks a lot!
I figured out that learning anatomy with different mediums works really well for me.
I am doing anatomy studies in my sketchbook and in zbrush, really helps to actually understand the shapes. Still so much too learn :O
Someday I want to make a full character, but at the moment I just don't have the time
@dannyjones and arvinmoses:
Thanks a lot, that's so motivating to hear
Here's a work in progress I have started this evening:
Sculpted a minion enemy for our semesterproject.
First one is the sculpt, other images are the ingame model from marmoset withiut any textures (except normals).
Work in progress of the first playable character for our semesterproject. She's the childish side of our character, that's why her design is quite infantile and mixed together looking. Colors are purely placeholders for now, just to get an idea.
Did some experimenting with hair shaders in Unreal. Learned so much about materials and shaders during he progress All models here are specular and a color only, no normals, alphas (will follow) or AO maps yet.
Some more progress of the characters I made for our semesterproject. First Character is Infantile, second one is Reason. Textures are still WIP, especially for Reason. Also the glowshader on reasons face does weird things.
Your progress is amazing, congratulations on that! One thing I have noticed though is that you are working a lot in symmetry. You could try to turn off symmetry earlier when you are sculpting if you want to give it some more personality. If you are just doing anatomy practices it ain't the most important. But still, it is a good practice to try to sculpt without symmetry before detailing. Hope this helps and good luck.
@ Nuclear Angel Sorry for the late reply, somehow overlooked your answer. Already started working on some non-symmetric things, also practicing sculpting without symmetry at all.
Here are two more character-highpolys for our semesterproject. In this case the face was not done by me (everything else by me). Both of them are already textured, will post a few images as soon as I have the time to render them properly.
Ingame version of the two characters for our semesterproject. The glowing skin is for..design-reasons? Would have prefered an actually skin, but that was not my decision, so glowing stuff it is.
Started to create a character based on the last head. Mostly testing hardsurface-ish objects in zrbush. Blobby dynamesh blockout for now, planning to do a clean retopo for further detailing later. Not to sure if I will actually finish the character, for now it's more of a testing scene for different techniques.
Did a little proportions/flow study, tried to push it more towards stylized/exaggerated proportions. Not too happy with it, might do another one/fix this one next week.
You have definitely improved from your first posts from what I can see. However I think you are currently spreading your learning too thin. It is great to want to learn a bunch of things at once, but I find the best method is to study something until you grasp the very core concepts of it before moving on. So I think you should continue to do various anatomy studies with different areas of the body (legs, torso, face etc..) before you start doing full body characters. Continue studying though
Hey, didn't get around giving feedback earlier, so here it is:
the body is looking good but I think the suit is missing some details towards the legs. I really like all the details you put into the clothing, like zippers, seams, etc. They look clean. The hair does create a focal point because of its saturation/contrast, though looks slightly detached from the head because of that. Using lighting or a little variety on the texture to draw more attention to that area in general would've helped in creating a more coherent picture. The head doesn't fit the body entirely I think. It appears a bit too big/tall (although I haven't measured) and shows rather masculine features. I can't pinpoint exactly if the eyes are part of it (the mask suggests a brow ridge which shouldn't be there if it's a lady) but the neck definitely seems too wide. Also, is it intentional that she has three pistols? What did you use for rendering?
@DerRazputin Thanks for the critique! I totally agree with you on the head stuff, should have worked more on that. Haven't really thought about the influence of the hair material in terms of focus, but that's an interesting thought, will keep that in mind for the next one. Also, there is no such thing as too much gun for Deadpool.
You really have made a lot of progress. I especially like the HR Giger inspired sculpt. You should definitely do more of that stuff. Great progress indeed
@nickcomeau Thanks, I appreciate it. Definetely want to do more Giger inspired stuff at some point Here's a pair of skeleton hands I started sculpting:
Finished the highpoly of the skeleton. Most probably will remake the ribcage because the shapes are too big compared to the rest of the model, I think I should go into a less stylized direction with that as well.
This is a rather inspiring progress thread. I never would've imagined that you would be producing the sculpts you have been near the end based on your beginning sculpts, which quite frankly, sucked. Awesome job applying yourself man, I respect the progress you've made from putting in the proper amount of work.
@PyrZern Thanks for the advise, I totally agree with you on the Lady Deadpool. I know I should start a full character sometime but until I have some more time I will just keep doing studys
Replies
Ended up using 13k tris and 1x 2k texture.
Might rework/refine the texture later (depends on how much time we will have left), right now it's just basecolor+ao+cavity.
Now I have to get back to programming stuff to finish in time
Oh and btw, I just noticed that this is the first full game ready character I have ever finished, so yaay xD
Sure learned a lot doing this character
That's nice to hear, thanks
Here's a smaller project I did the last two evenings, took about 5 hours:
Sculpted and rendered in Zbrush, Overpaint in Photoshop.
Here's the sculpt without overpaint:
Looks quite powerfull, but #i really don't like using it, since it's so unintuitive..
Also some experiments with polypaint, never used it before.
Something still looks wrong, but I can't figure out what.
EDIT: forgot the eyebrows, maybe that's what looks wrong o.O
I'm also loving the Garrosh sculpt! Are you going to try a full body sometime?
I know the short length of the thread belies the amount of study and practice it represents, but still... The key takeaway is that every time someone offered advice, you took it. That's why your work is now legit, while others stagnate.
Keep up the good work.
Good luck and keep up the great work!
Thanks a lot!
I figured out that learning anatomy with different mediums works really well for me.
I am doing anatomy studies in my sketchbook and in zbrush, really helps to actually understand the shapes. Still so much too learn :O
Someday I want to make a full character, but at the moment I just don't have the time
@dannyjones and arvinmoses:
Thanks a lot, that's so motivating to hear
Here's a work in progress I have started this evening:
It's supposed to be Tilda Swinton, but I didn't really get the likeness.
Still was a good practice
First one is the sculpt, other images are the ingame model from marmoset withiut any textures (except normals).
Did some clothing tests with marvelous designer/zbrush.
She's the childish side of our character, that's why her design is quite infantile and mixed together looking.
Colors are purely placeholders for now, just to get an idea.
Marmoset render of the lowpoly with basecolors + diffuse only.
Learned so much about materials and shaders during he progress
All models here are specular and a color only, no normals, alphas (will follow) or AO maps yet.
First Character is Infantile, second one is Reason.
Textures are still WIP, especially for Reason.
Also the glowshader on reasons face does weird things.
Sorry for the late reply, somehow overlooked your answer.
Already started working on some non-symmetric things, also practicing sculpting without symmetry at all.
Here are two more character-highpolys for our semesterproject.
In this case the face was not done by me (everything else by me).
Both of them are already textured, will post a few images as soon as I have the time to render them properly.
The glowing skin is for..design-reasons? Would have prefered an actually skin, but that was not my decision, so glowing stuff it is.
Quite simple, but somehow I really like it
Also, the game:
https://www.youtube.com/watch?v=q5A8pq7JmzU
http://globalgamejam.org/2016/games/potion-party
Mostly testing hardsurface-ish objects in zrbush.
Blobby dynamesh blockout for now, planning to do a clean retopo for further detailing later.
Not to sure if I will actually finish the character, for now it's more of a testing scene for different techniques.
Not too happy with it, might do another one/fix this one next week.
A lot of Blockoutstuff so far.
the body is looking good but I think the suit is missing some details towards the legs. I really like all the details you put into the clothing, like zippers, seams, etc. They look clean. The hair does create a focal point because of its saturation/contrast, though looks slightly detached from the head because of that. Using lighting or a little variety on the texture to draw more attention to that area in general would've helped in creating a more coherent picture.
The head doesn't fit the body entirely I think. It appears a bit too big/tall (although I haven't measured) and shows rather masculine features. I can't pinpoint exactly if the eyes are part of it (the mask suggests a brow ridge which shouldn't be there if it's a lady) but the neck definitely seems too wide.
Also, is it intentional that she has three pistols? What did you use for rendering?
I totally agree with you on the head stuff, should have worked more on that.
Haven't really thought about the influence of the hair material in terms of focus, but that's an interesting thought, will keep that in mind for the next one.
Also, there is no such thing as too much gun for Deadpool.
Here's a pair of skeleton hands I started sculpting:
Most probably will remake the ribcage because the shapes are too big compared to the rest of the model, I think I should go into a less stylized direction with that as well.
No new sculpting today, but I did some skull studies in 2D.
100% comfortzone, have to do a female next time again..
Lady Deadpool isn't bad, though it's lacking the finishing touch or the quality look.
Keep at it. The more projects you finish, the better. The quality will keep rising now. I can't wait to see what you gonna make next.
Thanks for the advise, I totally agree with you on the Lady Deadpool.
I know I should start a full character sometime but until I have some more time I will just keep doing studys