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Alcatrz character design

j.pears
polycounter lvl 4
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j.pears polycounter lvl 4
hello all, currently working a project at university where i'm tasked to create a character to go inside a hunger games styles survival game to go inside the Cryengine. ill be posting my progress here and welcome any feedback.

cheers all

initial concept:
character4_zps7275764f.jpg


Initial basemesh:
character20update_zpsaf3f11d1.jpg

Asset 1:
bow_zps1391f1f5.jpg


New basemesh:

character20progress4_zps93265aa0.jpg


Sculpt start:

zbrush1_zps67f6a6f6.jpg

Sculpt continued:

trousers_zps36e16dbd.jpg

Paint Progress:

characterprogress5_zps3ca6ca0b.jpg

Replies

  • BradMyers82
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    BradMyers82 interpolator
    Reminds me a lot of this guy, http://fightpunch.deviantart.com/art/Last-of-Us-384346724

    Looks cool so far tho, I really like the detailing in the backpack there. Hard to see much with that shader you are using to crit the paint progress. Looks like the head needs a lot of love, but not sure if it will be covered up, so might not be worth the effort.
  • DWalker
    The helmet doesn't really go with the outfit. If you need a full-head hard helmet, then you probably need a full environment suit.
  • j.pears
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    j.pears polycounter lvl 4
    thanks for the feedback so far, yeh the face isn't really going to be seen so didn't want to go crazy on it.
    And ye I see what you mean about the helmet. reason its there is its suppose to be a little like hunger games where they have sponsors sending them better gear to survive longer, so I was trying to get an 'improvised' look where they've got a cluster of random survival items, both new and old that they would of collected over their time whether it be from sponsors or finding it.
  • j.pears
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    j.pears polycounter lvl 4
    sorry its been a while since post been caught up in other stuff, here's the final product rendered out from cryengine.

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  • slosh
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    slosh hero character
    These renders are pretty bad man. They don't show off the character model at all. Env looks pretty decent but you have extreme lighting in every shot and you can hardly see anything properly and it pretty much completely detracts from the character itself. You have a lot of details sculpted into the backpack but overall the shape looks very weightless. Something that large would pull down on the body quite a bit. The hands on your character need a lot of work as well. The surface details in the texture are pretty good but it gets noisy in some areas for sure. I don't see a lot of dirt either for a character who is supposedly in a hunger games situation....boots, pants, hands are all super clean. Also, the latches on all his pouches are strangely blobby and the pouches themselves look like flat colors with barely any normal information.
  • j.pears
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    j.pears polycounter lvl 4
    slosh wrote: »
    These renders are pretty bad man. They don't show off the character model at all. Env looks pretty decent but you have extreme lighting in every shot and you can hardly see anything properly and it pretty much completely detracts from the character itself. You have a lot of details sculpted into the backpack but overall the shape looks very weightless. Something that large would pull down on the body quite a bit. The hands on your character need a lot of work as well. The surface details in the texture are pretty good but it gets noisy in some areas for sure. I don't see a lot of dirt either for a character who is supposedly in a hunger games situation....boots, pants, hands are all super clean. Also, the latches on all his pouches are strangely blobby and the pouches themselves look like flat colors with barely any normal information.

    thats great feedback man, couldnt agree more. infact that was more or less the exact feedback i got from my lecturers. i seriously need to work how i present my work and my renders. and the things with the hands and small details like dirt, yeh i definitely see what you mean and will be taking that forward onto my next set of characters. i think this project was a big learning curve for me as after the sculpt the last part in terms of texturing etc was a huge rush.
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