Hey guys.
Sadly I missed the deadline for the Gameartisans's Comicon challenge this year due to other obligations but I still aim to finish this piece since it was so near completion. For the competition I decided to pick one of my favourite Marvel characters, Star-Lord.
Not being a fan of the latest redesign in Guardians of the Galaxy, I decided to roll with his most popular look in the DnA run.
Below is a reference sheet as well as a shot of the High poly. Currently Im working on the low poly mesh, while giving his Kree submachine guns a bit of love in Zbrush.
Ref
High
Low
Replies
@stevston89 - cheers for the advice. I've went back and added some additional polys here and there in the torso and legs.
Little update for me. I've just done a test bake for the Helm normals and I'm pretty happy with the results. At the moment I'm just finalising the Body's UVs and I'll get underway with baking the rest of the maps after that.
One thing I noticed is that from the side view your face plate is much flatter than the one on your ref sheet. If you cut some geo into your low poly when your done with your bakes you could probably still get the same result without having to rework your low-poly.
Fenn - Not a problem. Yeah as it's a slight redesign. I wanted to add some height to it as I had some pith helmet in my refs.
Well I got my maps baked out and I've applied a base colour pass to get an idea how its coming together. I've included the white and red coat trims to see which works best but I think I'll roll with the white as it matches the white in the gloves.
skylebones - Thanks bud, you and me both lol.
base light setup but it give you a better idea.
If you want it to be a bit more in line with current-gen workflows, though, I'd suggest removing that lighting info from your albedo so you can let your normals and geo do the brunt of the shading. Stick the AO into the occlusion slot in Marmoset and it will help things pop a little better.