Hi Everyone!
Starting my sketchbook thread.
I've been working on a personal project for a while and I'm looking to get fresh eyes on a few things i'm doing. In nutshell without giving too much away... I'm looking to design and build a small prototype scene in unity with characters/props etc and try to maintain a consistent art style throughout.
Type of style i'm exploring -
Massive fan of the Riddick universe and have taken inspiration from the vibe and grittiness of places like butcher bay.
To get the ball rolling I've been working on a character sculpt below. I'm looking for any thoughts, feedback, general improvements or advice anyone can give to help push the artwork further before I get into game rez creation.
Cheers,
C.
Replies
construction/engineering vibes with a need to be air-tight. Avoiding fish-bowl like helmet for more freedom of movement.
But it feels as though I'm starting to lose the air-tight astronaut look. I need to dial it back a bit nearer to my earlier doodles:-
Going to do another pass of this.
Sculpt due soon!
Next attempt will try something more subtle, little less detail.
Thoughts and feedback welcome
any tips feedback welcome. Looking for a nice clay look which I'm struggling to capture.
Few tangents from the original concept - like the detail on the back and the reduced clutter around the waist. Feel good about those changes though as they seem to read a little better. looking forward to getting this guy game-ready in the future.
As always any thoughts, crits, etc welcome! :thumbup:
Hard surface parts are hands down amazing, as well as portrait, really strong and alive look.
However, clothes need some love, I'd suggest you to take a look at Marvelous Designer.
Thanks for your comment. I agree they do need revisiting before it can become game ready, which I'll be looking into soon. That software looks amazing, very powerful. Cheers for the heads up.
Yeah folds were definitely too sharp, I smoothed them down and shifted things around a bit:-
Thanks for your feedback, much happier with this result
Thanks, Yeah it's tough squeezing time in after work to get this right but it's definitely worth it. Learn't a lot from this which I'll do better next time round. Cheers for the kind words :thumbup:
Thanks, Rough workflow high to low...
- Decimate and export all your sculpt parts.
- Start constructing low poly mesh. I use topogun but other great alternatives are out there.
- Unwrap your low poly model.
- Bake out your normal maps + AO + Cavity etc. e.g. Xnormal.
chuck some of these phases ^ into google and they'll be lots of resources and tutorials that can break down the process step by step.
A really nice example workflow here :-
http://en.9jcg.com/comm_pages/blog_content-art-180.htm