Hi. Looks good and is very similar to a concept I have in the works myself, but I was thinking that this might be good for some other hero - rather than Bristleback, just because of the bristles. Also, another slight critique (not meant harshly) - that the horns serve some purpose, since it would be a lot to carry on the back for just looks. Not sure, though, and absolutely up to you, of course. Keep up the good work!
ok, i see what you mean... what part of the model so far would you change?
are you just referring to the big horn at the back or to the one on his head?
I think it messes too much with the silhouette of the hero.
Yes, yes indeed. I took a while to recognize bristleback.
Despite the fact the modelling is great so far, I guess makes it feel like inst' bristleback anymore. if you can fit your concept somewhat close to his original silhouette, I guess you can have good results.
And be careful with the concept to not be much lore breaking.
agreed. the modelling looks great but the concept is problematic as is. the horns on the head too don't fit very well. They're interestingly structured but don't look proper on his head. but you can clearly model whatever ya want
While it certainly looks like you know what you're doing with all those really great shapes and sculpts, I don't think that it fits Bristleback that much. You got a horns, skulls and chains theme going on, and it just doesn't work with Bristle, and it almost looks like you're making it for Doom.
I think its "retrofitable" but you just have to find a character that it will fit well on. Axe comes to mind, but you might be getting really close to garrosh levels of wildness.
It's pretty hidden. It doesn't affect silhouette, so you might want to consider boosting the scale, and shape of it to make it noticeable. At the moment I think its an okay idea, but it really might just be eating up your tris.
hm ok i see what you mean...
the only real point, why i put it there is, because i have to cover his back... do you think a metal plate for example would be a better choise?
make sure to pick the theme too. I see a human skull. horns, nails, chains, torn cloth, but none of those things are repeated except for the metal plates. If he's wrapping things in chains, wrap more things in chains, if he's wearing horns, more horn elements. Think of removing stuff that doesn't fit that theme like the cloth or human skull and replace those with the things you're already doing.
so you would delete this to big horns? or what are you suggesting?
and what do you think of the rest of the model? because i just wanted to start putting the low poly together.
edit: and what do you guys think of the concept of his weapon?
I like the art, but I feel the concept goes against who & what bristleback is. Covering his bristles is sort of taking away his identity. Also, in game his back portion gives him extra defense, so having aesthetic armour seems a bit redundant.
Great art, though! If working on the back, I'd suggest creating new aggressive bristles, & leaving the aesthetics for mainly the shoulders, arms, front & head.
I don't think there's anything wrong with what you have so far, other than the bristles on his mid to lower back looking so limp. I'd either make them stand straight out, or replace them with many thick, wicked looking horns that'd fit in with the style of the rest of your set. But maybe that's just me.
Everything below and within the inverted U horns should look wicked and deadly to touch imo.
hey looking good on the lowpoly chains. whats the res on that bake though? how does it look downresed to game res textures, it might turn into just noise.
wow this is super unique and interesting looking! the sculpt is really well done, excellent work. He must have a hell of a triangle limit if you're able to pull that off. Can't wait to see the LP bakes.
Looking pretty cool man! MUCH more cohesive. I'm not sure about the weapon though. Feels a bit simple compared to everything else. Not a lot going on in its design. Looking forward to those bakes!
Replies
are you just referring to the big horn at the back or to the one on his head?
Yes, yes indeed. I took a while to recognize bristleback.
Despite the fact the modelling is great so far, I guess makes it feel like inst' bristleback anymore. if you can fit your concept somewhat close to his original silhouette, I guess you can have good results.
And be careful with the concept to not be much lore breaking.
i will try to put some quills onto his back, to see how the shape changes, and what i can do, to change to overall shape.
and i will try to change the mesh for his head as well!
thank you guys!
what do you think?
do you think the shape doesnt work at all?
what do you think about the cloth on his back?
the only real point, why i put it there is, because i have to cover his back... do you think a metal plate for example would be a better choise?
I would put something that would make it scream bristleback. Maybe a ton of quills or something.
Putting stuff for the sake of putting stuff isn't going to help the model. I'd put something that will enhance silhouette. or just keep the base mesh
the char will now be mainly made of horns and metal!
here is a pic how far i am right now:
what would you guys change? thank you guys!
so you would delete this to big horns? or what are you suggesting?
and what do you think of the rest of the model? because i just wanted to start putting the low poly together.
edit: and what do you guys think of the concept of his weapon?
thanks
Great art, though! If working on the back, I'd suggest creating new aggressive bristles, & leaving the aesthetics for mainly the shoulders, arms, front & head.
Everything below and within the inverted U horns should look wicked and deadly to touch imo.
i will work on the quills thanks for pointing that out!
i just did a small render, to see if i will be able to put the chains into the lowpoly by not getting over the limit
for the arms for example i have a limit of 600 tris
this piece has about 180
http://vimeo.com/18814587
its just a curve with a motion path and the animation snapshot function.
but we will see
btw: i would call the high poly finished
what do you guys think? and what do you think about his weapon?
i just tried the texture at 256 x 256
looks good anyway
but you are right xajai, it will be a pain in the ass
thats the bake
what do you think?
and second the weapon does not work at all... the chains twist and the weapon is way to large for the game... so i need to make another...
What do you guys think?
I'd keep this thread for your Dota Stuff, but you should totes x-post this over to PnP.
Your materials could use some hue variation, especially in the fabrics. The skin feels a tad noisy, but its not bad. Neato!