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Character WIP stuff

polycounter lvl 12
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G-Saviour18 polycounter lvl 12
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oyZzsyw.jpg

Thought I'd share some of my recent character WIPS on here to get some feedback and hopefully even develop the characters a little further. Thought I'd start with this native american sci-fi mechanic dude, heres a wip zbrush screen I took a few days ago, cant get a bpr without my computer crashing for now. Still some place holder stuff in there atm, like the hair and the pipe wrench just being stuck to his side. Feedback welcome, love hearing what people have to say on here, will prob update the sculpt over the next few days, stay tuned!

OFMZsIa.jpg

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  • Two Listen
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    Two Listen polycount sponsor
    Definitely check out his leg proportions. Reading super short right now. Do a head count, measure out leg length compared to torso, etc. Accounting for some bending of the spine during an attempt, a person of normal height should be able to kick above their head (or at least as high as).

    Other than that I think his design has a nice feel to it. :)
  • dpadam450
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    dpadam450 polycounter lvl 12
    Yea legs are easily noticeable as too short. Nice work man, been a while.
  • slosh
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    slosh hero character
    Legs def short. Would love to see face closeup...from this render, the wrinkles look a tad odd.
  • tarickTDS
    Wow, really detailed mate, lots of work here. The face is very old and wrinkly but the arms look a lot younger. maybe you just havnt gotten to them yet. Looking really good though, fantastic work!
  • ISmokeRodeo
    I don't think the legs are short. I think that the pants are sagged which makes them appear shorter. If he is really old then they would probably be as they are shown because of his gut either way. I think the knees are too high up though, or at least the knee pads are high. Lower them half a head and you'll fix the legs and they won't appear short (you can always tighten up the pants too, but I wouldn't). That's from my point of view. Otherwise its awesome! Nice details and the model itself gives of a lot of personality.
  • G-Saviour18
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    G-Saviour18 polycounter lvl 12
    Thanks for the feedback guys, yeah I think the problem might be the trousers sag/kneepads area like ISmokeRodeo mentioned, theres definitely something going on with the legs if alarm bells went off, have a bit of time to do some more sculpting today on this dude so will have a update on that soon. Thanks for the kind words.

    slosh: yeah the wrinkles are a littler odd atm, been messing around with some sort of cybernetic augments to the face so fixing that next.

    tarickTDS: yeah doing another pass on the whole sculpt, wrinkles will be added :)

    Thanks again for the feedback!
  • G-Saviour18
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    G-Saviour18 polycounter lvl 12
    A sculpt from a little while ago, thought I'd post it now, based off of a schell studio sculpt, wanted to see this dude in some sort of hotdog vendor outfit and did that lol

    Took bout 7 hours, got inspired by some of mr. Adam Fisher's sculpts, a little rusty with zbrush but yeah didnt wanna spend more than 7 hours on this dude, crits welcome :)

    wmLiZdt.jpg
  • G-Saviour18
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    G-Saviour18 polycounter lvl 12
    Took these screens late last night, noticed the face is a little off now so gonna tweak it but other than that its mostly there, little bit of tightening up and high poly should be done.

    Moved the legs about, the main prob in the last update being the crotch area of the trousers hanging a little too low, they were close to half way down his thigh lol
    sagged the pants area of the trousers a little more in the back but i think thats ok, not sure now, feedback welcome

    Hair still placeholder etc

    iEdht0D.jpg

    getting the low poly together next
  • G-Saviour18
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    G-Saviour18 polycounter lvl 12
    Quick turnaround screen of sculpt for now, placeholder stuff still in there, will prob post final pic of high poly later on, retopo on the way, feedback welcome, thanks :)

    wymeJlt.jpg
  • G-Saviour18
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    G-Saviour18 polycounter lvl 12
    Did a quick polypaint in zbrush to get an idea of how the low poly will look, low poly model is sorted already, just tweaking some of the uv's and then its time to bake stuff. c & c welcome

    thing on the right is just a quick fibremesh i threw on, prob export the curves out into max to start getting the low poly hair together

    h4NTF3d.jpg
  • G-Saviour18
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    G-Saviour18 polycounter lvl 12
    Thought I'd post a screen of this dude in marm, still some stuff to sort out like the hair, eyes and other odd bits, also need to give him his tools, planning to get that done over the weekend and get him all posed up en stuff. Been working on some new character stuff the past few days which I'll prob post here over the weekend as well, feedback is greatly appreciated :)

    9ZbolmS.jpg
  • G-Saviour18
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    G-Saviour18 polycounter lvl 12
    Wanted to post here to see what you guys think and maybe get a little feedback before getting this dude wrapped up over the weekend. Did a bit more work on this guy yesterday and today, he's getting pretty close now I think.

    Theres plenty of stuff I'd like to go back to now and change but I think its prob best to take what I've learned from this dude and carry it into my next project.

    Wyk2MNh.jpg
  • slosh
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    slosh hero character
    He looks great man! My only crit is that he feels very muddy. The dirt, and tats, and all things dark/muddy is EVERYWHERE. I think it would be nice to tone that back and just focus the dirt in specific areas. The spec on the arms looks a tad plasticy as well.
  • BradMyers82
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    BradMyers82 interpolator
    Also to add to what slosh said, he looks very monotone. Skin especially. So I would go back there possibly change some colors in general and add a lot of subtle color variation.
  • G-Saviour18
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    G-Saviour18 polycounter lvl 12
    Sweet, those are some good crits, I'll try adding in a bit more colour variation in the skin, I was actually going for a muddy look like in the chronicles of riddick film, the mercs in particular have that sort of thing going, I'll try grabbing some pics of what I'm talking bout when I get back on my computer, I'll def have a look at playing around with a bit more colour tho, really appreciate the feedback guys, i'll get an update on here asap, thanks :)
  • shotgun
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    shotgun polycounter lvl 20
    I actually think the muddiness is a result of the normal/bake rendering the folds too harshly. This adds a lot of dull black to the palette, killing the saturation (which is low regardless). Soften the normals first (might need to change bake parameters, can't help you with that I'm afraid) and then sort out your colors.

    The character as is looks like it's a dusty miner or underground constructor of some type. The hair material should be more matte in that case, and his lower outfit should be more dirty when compared to his arms/hands. This could be a good opportunity to tweak the color & saturation up from the legs (darkest & dullest) to the torso (richest & brightest). I'd expect the boots to be more matte as well... ...if that's the kinda look u r indeed going for. Keep at it!
  • neilberard
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    neilberard polycounter lvl 18
    Put some time in those spec and gloss maps too! There feels like a lack in separation of the materials right now
  • G-Saviour18
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    G-Saviour18 polycounter lvl 12
    slosh: thanks for the kind words, agree about the arms spec, will give the dirt another look over, love your work btw :)

    BradMyers82: agreed :)

    shotgun: yeah good point, I'll try having a look at the normals, might be the lighting and or spec/gloss maps too, will have a look, agree bout the hair and other stuff too, thanks dude

    neilberard: yeah definitely will have a look at those, thanks

    also heres a few images from the 2nd chronicles of riddick film i mentioned earlier, not the best pics i was hoping for but hopefully you get the idea, loved the look of the mercs in that film, third pretty cool looking too imo, anyway will try getting an update on this dude asap, thanks for the comments :)


    http://img4.wikia.nocookie.net/__cb20130407183104/riddick/images/d/d8/Slide16.jpg

    http://moviesoothsayer.files.wordpress.com/2010/08/chronicles-of-riddick-2.jpg

    http://img.moviepilot.com/assets/tarantulaV2/long_form_background_images/Chronicles-Of-Riddick_1389878555.jpg
  • G-Saviour18
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    G-Saviour18 polycounter lvl 12
    Ok so got some time to work on this dude over the weekend, hopefully addressed the previous issues, this is pretty much it I think, just sorting out some of the other final images as I speak so I thought I'd post this one to see what you guys think. Will update thread with finished pics soon.

    I'm moving on from today but feel free to give any feedback as I might go back and add anything that could improve it. Looking at it now there's plenty of stuff I would have done differently, time to move on though I think.

    oyZzsyw.jpg
  • stevston89
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    stevston89 interpolator
    The proportions feel really off. The legs are really short/small, the arms are really long, and the feet are huge. I did a paintover with some proportion suggestions. Basically lengthen legs and thicken them a bit, shrink the feet, shorten the arms a bit, and move the waist up a bit.

    InihYOL.jpg
  • G-Saviour18
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    G-Saviour18 polycounter lvl 12
    Thanks for the paint over stevston89, yeah I agree about moving the mid section up a little more, I think the belt/waist area rests a little too low and should be on or above the hips, not too sure about the arms length or feet but I'll give them a look over as well, appreciate the paint over :)
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