Hey I recently made a thread on a character I wanted to do which was half samurai and half roman soldier. You may have seen it before and maybe have seen my amateur concepts of me trying to get a nice character going. It wasn't working at all and I think it would be best for me as someone trying to become a character modeler to first try modeling good concepts rather than modeling a bad concept and wasting time. I believe I can learn a lot from modeling good concepts to one day create my own good concept. So I decided to take this character concept from the game Uncharted 3 made by either theses 3 artists:
Robh Ruppel, Andrew Kim, Eytan Zana (It didn't show who specifically made the Desert Agent character)
and make this Desert Agent character
When I'm done I plan to put this on my portfolio. Would that be alright? I also plan to reference the artist.
Replies
Finally, the lower half of the head (the area between the base of the nose and chin) can then be further divided evenly, starting from the base of the nose, then the lips, the orbicularis oris and finally base of the chin, as shown in the diagram.
I hope that makes sense, I can understand if this seems convoluted at first
Right now it seems the nose is too long, the lips and chin also seem to be way too low. The eyes could also use some tweakage. I hope that helps a little, keep going with it!
The cloth looks like melted chocolate as a result of you subdividing way too early, therefore your sculpt is coming out lumpy. Drop down a few levels, study reference more closely.
I currently hate how my scarf and hat is going. Do you guys use any brushes that you think my help me this? It looks blobby right now
For the head I'm using arnold schwarzenegger.
made straps a bit thicker
am I ready for retopo?
Looking really cool otherwise!
Here are a few Yemeni faces I found on google, with similar facial features to this character here. Maybe that will help?
Here is a video of the agent in action and his voice sounds like a white guy. Skip to 2:43
[ame="http://www.youtube.com/watch?v=u23mMZ6eDwI"]http://www.youtube.com/watch?v=u23mMZ6eDwI[/ame]
Desert Agent 13 is one of Marlowe's agents, forming part of the private army that works for Katherine Marlowe, the head of a British secret society. Desert Agent 13 is one of Marlowe's desert agents, and has been prepared in desert combat; he is identifiable from the white head wrap he wears, and the goggles he wears over the wrap. Desert Agent 13 is a Caucasian male, and like the rest of Marlowe's agents, is British
heres the link http://uncharted.neoseeker.com/wiki/Desert_Agent_13
The problem I have here today is that the pupil is not center with the eye socket. My character appears to be cross eyed. If I try moving it to the side the eye ball pops out. I have tried making it smaller and positioning it but the eye just seems too small when I resizeie it for centering it out. I tried rotating the eyeballs and although it looked better it wouldn't be right because no ones eyes are naturally rotating in opposite directions. (unless you lazy eyed) I am not sure if my sculpt is anatomically correct or not. From my understanding character modelers use the circular edges on the top of the sphere to see where the pupil texture will be. I tried that and it is just off center. I may restart the head If I have to. Also... do you guys know any good texturing tutorials or techniques? Especially the scruff on the jaw line and the eyebrows. I'm trying to explore my textureing side because my teachers in school did not teach enough of that. Please and thanks
Anyway, your sculpt is good, but to be brutally honest here... Your texturing ruins it.
Your colors are hamfisted; you seem to be slapping down what you THINK you see as opposed to what you're actually seeing. Have a look here at Realistic Skin Texturing ala Yuri Alexander, Next Gen Texturing Timelapse from Gav, and Texturing Tutorials (Polycount Wiki) to give you a better idea of what you should be doing while texturing. And make a good spec/gloss as well, that should help improve it dramatically.
Also, have a look at getting a good 3-point lighting setup.
Also see:
http://www.marmoset.co/toolbag/learn/character-lighting
http://www.itchy-animation.co.uk/light.htm
http://www.amaanakram.com/lightingT/part1.htm
Also, IDK if it's the shader or what, but your normal map looks kinda whacky. What did you use to bake?