Thanks everyone who participates. Now it's the 2nd month of the Monthly Community Newbie Character Challenge. I start this a tad early because it will take awhile for everyone to notice/join in.
Anyone and Everyone can participate.
We will start a new voting thread one week prior to the beginning of a new challenge where participants can decide on the next concept to work from.
The goal of these challenges is to learn as much as possible, and to help others to do the same. The rules were designed with this goal in mind, so here they are:
1. Leave at least one critique per post.
2. Challenge yourself.
3. Your final presentation should be posed and rendered in real-time.
4. Try your best to finish on time.
5. Post your work-in-progress in this thread.
6. Specify your own triangle count and texture size. Be reasonable and stick to your budget. Some suggestions:
Mobile: 2k Triangles, 512 Maps
Mid Res: 16k Triangles, 1024 Maps
High Res: 32k Triangles, 2048 Maps
7. Learn as much as you can. Share what you've learned.
Let us begin.
Replies
This is how I see the guy though. What do you see ?
I am going to start working on it... Once my laptop is fixed so I can 3D again.
@pyrzern, i would not waste time on measurements, just jump into sculpting app of your choice and sculpt the whole figure
regards
I thinking that the head could be done in symmetry and then the scars would be asymmetrical in the end.. ^_^ Not 100% sure so any feedback is welcomed.
Been sculpting this for 1-2 hrs. Was feeling adventurous and so I only looked at the concept art. Started from zsphere and dynamesh. Gonna go over my reference tomorrow and fix stuff. Then maybe retopo this.
I don't think the artist had the right object in mind there. He should have put a dagger in it.
An axe is usually covered in a different way.
Axe Scabbard
I broke my finger on my drawing hand so its been slow going. I made the weapon blanks and the scabbard.
Nice to see people already chipping away at this.
good solid start on the face vatanist, and thats a mean beard!
some more refinements and beard test
regards
People were a lot shorter back in the times. In antique they were about 7 heads high if im not mistaken per example, 8-9 heads were titanic proportions.
Edit: I thought you were pointing at a problem with his proportions
Ah , wish I had time for a character
Vatanist: Great start. I can definitely see the concept coming to life.
PyrZrn: The nose needs to be wider and bulbous. Great start though!
Alright. Spent about 3 and half hours working on the actual Bub. Got a lot of things blocked in. Still need to get all the straps and belts though. Started the face sculpt as well.
Retop the head, and dynamesh the body out of an sphere.
This is so ironic, before I got serious with ZBrush, I was spending months and months making and remaking better basemesh. Now..... now I don't even use basemesh <_<"
I think I enjoy sculpting facial hair a little too much.
http://hazardousarts.deviantart.com/art/Xoliul-2-0-Skin-Shader-Settings-2-314169343
ok, so i wasnt happy enough of a face (to young)so i made another version. A bit older, with some features taken from Tommy Lee Jones.
what do you think?
regards
PyrZern -- The jaw is looking really narrow at the moment (referring to your first post). The second base head is looking a lot better. Haha it is funny how the base mesh situation works out. But think of how much that likely helps you now with retopoing and everything. All worth it in the end!
Vatanist -- Nice Start! Really digging the heroic proportions. I think your ears are really small right now though
Nice blockout Dimfist. Going strong with the broken finger! haha
JedTheKrampus -- Couldn't agree with you more! Right now, it looks like your character's face is melting. I would drop down a few subdivs / lower the resolution a lot and really get in the base proportions and forms that you want before stepping up the resolution. Really get everything out of each subdivision as you can before moving forward. Digging the beard!
riceart -- Nice update. It looks better with the aged look. His ears look smashed down. The top of the ears could probably be pulled up to meet the brow.
Torch -- Looking forward to more!
I did a 1.5 hour speed sculpt to get a feel for the character.
**Edit - sorry for the small render and lack of additional angles. More to come tomorrow night.
**Double Edit.. Going for Mid Res: 16k Triangles, 1024 Maps
@Dimfist: Your blockout is looking good mate, Now to get it detailed Good luck..
@Torch: Very nice blockout my friend.. Im copying LOL
@Rafferty_eggleston: Good start mate, Ur man looks a bit older than the concept though and thats it. I'll increase the size of the ears then I still am planning to hide half of the ears under the hair though..
@Rafferty_Eggleston: really like the feeling!
This is my attempt so far. the face needs loots of work but i like to go back and forth.
@Rafferty_Eggleston Love his face already. Much personality. Very cool.
@tierzilla Great start there. I like doing the same thing myself.
This is so hard ROFL! This is like my first real attempt making a dude in like ever. I gotta make his face more square-ish. And more tough-looking #_# Sculpting a pretty girl is so different from making a tough dude.
Haha right?! The tables have turned this month! I never make pretty ladies so last month was a real struggle for me haha. You're the first to add eyebrows PyrZern! haha. It is coming along. If you make the head more square like you were saying and broaden the nose it will make it a lot more masculine. I would thicken the neck as well!
Vatanist -- Thanks for the feedback! If you're going to cover the ears with hair anyway, you might as well save your time and effort and not spend too much time on the ears lol
PyrZern: You can block in arms and legs pretty easy with the insert cylinder mesh or you can mask out a space on the shoulders and use the Move tool to pull it out. Looks like you are tugging bits here and there and that can be tougher to get your proportions down quickly.
Put in some time to work on the face. I am at the point where I will take off symmetry and start fine tuning, adding detail.
@Rafferty_Eggleston Lot of character! Fun to look at.
@tierzilla I think you are doing it right. Hard to stay focused too long without going back over the big picture I think.
Great progress so far guys!
Spent more hours on his face. And blocked out more of his form.
@PyrZern
Here's my advice that I learned from 2D artists.
These are the exact words always used.
"LOOMIS!"
Use Loomis as a basic shape then go ahead from there.
Here is a quick redline I did that took 5 mins. These are the main things I found odd.
The purple lines are just a normal guide lines. The mouth usually is close to the Iris. The same with the nose. The nose is usually close around the ends of the eye area or sometimes slightly bigger.
Some of your skull features seem off and I don't know why your neck is too thin. Your neck doesn't suddenly go smaller the farther it goes away the head.
Hope this helps.
Sorry if this seems unrelated, but I think it's worth mentioning - your post is post # 2,000,000 on Polycount
( http://www.polycount.com/forum/showpost.php?p=2000000 )
Ahaaaa, congratz 2,000,000th post everyone :P
Dimfist -- Thanks! I think your eyes might be a little big and you may want to push them a little further into the skull as well.
Evil Raz -- nice paintover. Those are good points for everyone to remember. Your character is looking pretty badass so far, but he looks surprised. I think this is the pose on the hands and the no eyebrows making him look more wide-eyed haha. Excited to see more progress soon!
Here is what I've got done today. Just blocking in the anatomy. I'm planning to do the body and then add the armor and everything on top because.. hey! I need the practice! I did a little paintover on my screengrab so I don't forget to change a few things
Good luck everyone...
There you go! just a little bit less than 2 hours with the rendering and the composting. Pretty happy with the result, even though the eyes and the nose might be just a tad too big. It's gonna be a fun one to work on this medieval dude!
http://www.deviantart.com/art/Free-3D-Model-Reference-Pack-M-Pose-3-138905672
@vatanist, not much to say, really nice head sculpt
@kapoff, a bit to early for textures, head still doesnt look good, eyes, eyebraws, keystone, checkboone nose still needs some work. Proportions are ok.
update on my invalid medieval soldier
kapoff, good progress on the head dude, but id say you need some more warm colours in there if your going to use that as your texture base, looks a bit green on my screen.
heres what iv got so far,
These are the related threads that exist.
Discussion in December that kicked off everything. It also vote for Jan.
Challenge of Jan (kind of finished and over now)
Concept Voting of Feb (finished and over now.)
Challenge of Feb. (this one)
On the Feb 23rd, I will make Concept Voting of March.
On the Feb 27-28th, I will make Challenge of March.
Note that there are other threads of other challenge going on. They do environments, not characters.
@Rafferty_Eggleston
Here is a quick liquify tool I used over your model.
Proportion wise, I think it is fine but your model lacks rhythm.
Also, the front view isn't done well by me at all. When using a large brush, it effects the other parts which ruined it and small is just going to look wobbly.Just the general overview I think the shoulder and hip region needs some fixing.
@ArtisticTiger : Jump in on this one, I know you might not be confident enough yet but it will help you if you're a part of this
stevston89: Really nice start!
riceart: Do you use Blender or is zbrush? what material is that? realy like the feeling of the character.