Hello! This is a university project of mine and I'd like it to be as good as possible of course, so I thought I'd post here, this is a development thread where I will post my progress as it happens and I would really appreciate any feedback! I am making two hand painted characters (a boy and a reindeer monster thing) and a small environment (probably only have time for small plinths). No polygon count restrictions but I'd like to keep it as low as possible though! Textures will have at least diffuse, specular and normal maps.
I am having problems with some parts as I'm not sure what would be the best way of doing them. I'm going to pose the character but don't think I'll make any facial expressions, only the eyes so I can make them look somewhere else than forward.
These are some of the things I'm having trouble with:
- Topology (especially arms, hands and trouser)
- Eyes
- Hood's fur
- Shoelaces (modeled or normal mapped?)
- Preparing for sculpting on Zbrush
Things still to be added and changed:
- Zipper
- Hair
- Bag straps
I am still quite new to modeling, although I have modeled 5 characters but without thinking about the best topology etc, so any tips and hints would surely be helpful!
I apologize for my unfinished concept art, I will finish it soon, just I wasn't exactly sure about everything on the character yet so I just wanted to get onto modeling asap
Current model (I circled things I know I have to fix)
Replies
I have this pic but I figured I could probably just make more faces continuing backwards from the edge of the eyesocket so there wouldn't be that gap anymore.
With this I started making edges on the eyeball that I could attach and weld to the edge of the eye socket (after deleting old edges and faces), but that's probably not a good idea, or is it? I am a bit lost here.
The hair goes backwards on the sides so I thought about attaching and welding it to the head. In this pic it is still separate as I need to model it a bit more.
Though setting the pupils this way could make things more interesting for animation layer, as you could deform the shape for a toon like eye blur during movement, or change the shape of the pupils for various emoticon like expressions.
As far as the eyes go, I have just the thing:
http://www.benjones.us/twilight-princess-eyes-breakdown/
It's a breakdown of Nintendo's method for eyes in Zelda.
I will definitely remember these suggestions, probably in my next characters. I'm not going to use animation for this one, for now I just decided to make a texture and for the "beauty shots" I'll just move the iris layer to point the right way. I'd love to make it more "complicated", but I am running out of time... But yeah, thanks a lot anyway.
But here's some progress
And the sculpt, I was going to make a normal map, but decided not to do it after all
A lot is going to change, but this is just a WIP of course!
I would also add a line or something to show the zipper pockets as the zipper on its own looks a bit strange.
You also seem to have a bake error in the legs above the boots?
Loving the colour and design tho
Thanks Shiv
Will put a better picture soon, been texturing the boots today!
I probably should've explained what I'm going to do, but about the pockets, I haven't just gotten to that part yet (I keep switching from object to object when texturing) Also not sure if I want pockets yet... I probably should as it'd make it maybe look more interesting?
And yeah there are errors near the seams but I haven't just finished texturing those parts yet x)
Thank you anyway!
Behance page: https://www.behance.net/gallery/Character-model-Pyry/15597635
I would work on the textures a bit though.
I think a gradient from from bot to top would look good, also the hair and the jacket is basically the same colors, at least change the hue/saturation a tad.
anyways, great work!
Thank you!
You are right, I will do so asap!