Just a general comment to pretty much everyone doing this challenge. It seems like a lot of people are getting caught up in the details before fleshing out the anatomy and overall proportions of the character which are the 2 most important things to focus on.
Suggestions: Spend a lot more time on anatomy, paying attention to rythm of the human form and getting your proportions feeling really solid.
Secondly, FORGET ABOUT THE STUPID BEARD, don't sculpt it at all in fact. Paint it in afterwards in Photoshop. There is literally no reason to sculpt in facial hair because you will only end up with a lumpy terrible mass that at best feels like a greek statue of stylized carved hair or at worst a lumpy potatoe.
Thirdly always always ALWAYS be looking at reference while sculpting.
Hope I'm not ruining anyones day, this was meant to help.
Just a general comment to pretty much everyone doing this challenge. It seems like a lot of people are getting caught up in the details before fleshing out the anatomy and overall proportions of the character which are the 2 most important things to focus on.
Suggestions: Spend a lot more time on anatomy, paying attention to rythm of the human form and getting your proportions feeling really solid.
Secondly, FORGET ABOUT THE STUPID BEARD, don't sculpt it at all in fact. Paint it in afterwards in Photoshop. There is literally no reason to sculpt in facial hair because you will only end up with a lumpy terrible mass that at best feels like a greek statue of stylized carved hair or at worst a lumpy potatoe.
Thirdly always always ALWAYS be looking at reference while sculpting.
Hope I'm not ruining anyones day, this was meant to help.
Haha I was spending all my time away from the computer stressing about that beard and wondering how I was going to do it, this is actually really helpful
Just a general comment to pretty much everyone doing this challenge. It seems like a lot of people are getting caught up in the details before fleshing out the anatomy and overall proportions of the character which are the 2 most important things to focus on.
Suggestions: Spend a lot more time on anatomy, paying attention to rythm of the human form and getting your proportions feeling really solid.
Secondly, FORGET ABOUT THE STUPID BEARD, don't sculpt it at all in fact. Paint it in afterwards in Photoshop. There is literally no reason to sculpt in facial hair because you will only end up with a lumpy terrible mass that at best feels like a greek statue of stylized carved hair or at worst a lumpy potatoe.
Thirdly always always ALWAYS be looking at reference while sculpting.
Hope I'm not ruining anyones day, this was meant to help.
I think the reason the 'proportion before details' is repeated so many times around here is that many aren't able to perceive the anatomy issue. AKA skills > perception. And people go like 'Ok, that looks quite good, let's move on' instead of 'oh, I'd better double check and triple check that torso area from all 360' angles.' I know I do that myself <_<"
@TheDarkKnight Not sure where his elbows are, or his lower body gonna be like, but his arms seem a little short. He's barely to reach his crotch.
Also, guys, what do you think of we come up with themes for future challenges ? Say, examples; 'Star Wars' or 'Off-Worlder' for July and 'Steampunk' for August. Or do we stick with the current and simply go by vote counts and all concepts are fair game ?
I think you should avoid themes for the exact reason TH98 brings up. It'll allow for some weirder themes to pop up that otherwise wouldn't have been posted. For example, I've noticed this has focused primarily on human characters. How about some goblins, imps, orcs, demons, monsters, etc? You could go with themes, but I think the possibilities of more fun concepts popping up will happen keeping it the way it is.
@thepapercut - Check your proportions! If you're not comfortable modeling a human figure, load up some orthos and model to those, to make sure everything is the right size.
Also since I haven't posted anything yet, just started doing some hipoly work in Maya before I take it into Zbrush. I started the head but it's on another computer so it'll have to wait.
@dwgagner
You`re right, and in general I would agree with you. But I think It all depends on your goal for this challenge. The goal of this challenge is to finish textured lowpoly model withing deadline and that is very important.
Often when people are trying to do something better, but it is impossible because they still do not have the appropriate skills they just quit their models in despair. I know, I had a whole cemetery of such characters / stones / houses etc. And I`ve seen my students did it, everyone does it - stop working on model/concept is they don`t like it.
If you have a lot of time, then it`s ok. You can probably do some research and tweak your model, but if you time is limited(which is usually the case) then I would recommend to set mini-deadlines for yourself. And if you reached deadline for highpoly, but you still don`t like it - go to the next stage anyway.
As for studying anatomy, I found for myself it`s earier to practice it separetly os characters. Just sculpting from a sphere 1 hour a day with photoreference. It`s so much earier when you don`t have to think about million other things tike modelling props, or how to make lowpoly work. Just anatomy practice, it can be only a head, or arm, or posture study. Suddenly anatomy studies become fun and quite relaxing, and not stressful It helps a lot when you turn symmetry off, then you really start to scuplt, not just moving voxels around. Practice makes perfect and you won`t get a lot of anatomy practice by making 1 character a month.
In this challenge there is another point - the complete model to grow your skills. Just by finishing something, we can learn something new. For me, it is important to better understand the pbr materials, presentation , besides I will need to explore additional things that I as an environment artist I never use at work - such as creating realistic surfaces (fabric, leather) in ZBrush. Those are my purposes for this challenge and I know that a month will be enought is I won`t dwell on other stuff like super-realistic proportions.
While studying these things we`re still evolving, the first time it`s always quite ugly, because we have no idea what we're doing, but making our next model we are calm and know how to make this or that element which tools to use and we can concentrate on more important and global things.
meanwhile, more details on my model, I want to make that PBR working with a lot of small details and different materials
@ PyrZern - My thoughts I think that the Art Jam already tackled that and I don't think it works that well. I think having a clear concept makes people more likely to participate. Now you could if people want theme the concept voting. Like next month could be creatures. So you can only post creature concepts. However, as people have pointed out, that gets less variation. I think it's fine as long as there is a clear concept to go off of.
What the actual fu...
Trying to dynamesh so I can pull the collar around on the jacket and then like..
Holes..holes everywhere..
Borderline ready to just go back to practicing anatomy sculpts, all the issues I've gotten trying to use a basemesh and pursue this challenge is just killing me -.-
@stevston89 Yeah, you're right. Let's not do monthly theme.
@Mr.Moose Usually I work with solid subtools, not hollow, by using 'Close Holes'.
And another update from me. Made multiple changes and big proportion change Fixed up her neck and her hair. Gonna work a bit more on her forehead next. Also gotta work more on her hips and ab area.
The whole thing is at 9200 Tris atm. I might give her legs some more geo so they don't appear quite blocky.
@th98: Thanks for the comment and link. I'll definitely take a fine tooth comb to the proportions. @pyrzern: Thanks man for the reference, will be referencing it later when I work on it. I planned on modeling her with clothes straight on the mesh instead of separate pieces, but I might change that now.
@Mr.Moose It only works when there's no subdiv level. And usually when that happens, just redo and give it more thickness. Easier than trying to fix it.
ETA: Close holes is just straight up NOT Working. No error message or anything. Remeshed the character, Extracted again, Remeshed the extraciton, Closed holes.. Nothing
Trying anything I can think of, but it just won't close holes.
@dwgagner
You`re right, and in general I would agree with you. But I think It all depends on your goal for this challenge. The goal of this challenge is to finish textured lowpoly model withing deadline and that is very important.
Often when people are trying to do something better, but it is impossible because they still do not have the appropriate skills they just quit their models in despair. I know, I had a whole cemetery of such characters / stones / houses etc. And I`ve seen my students did it, everyone does it - stop working on model/concept is they don`t like it.
If you have a lot of time, then it`s ok. You can probably do some research and tweak your model, but if you time is limited(which is usually the case) then I would recommend to set mini-deadlines for yourself. And if you reached deadline for highpoly, but you still don`t like it - go to the next stage anyway.
As for studying anatomy, I found for myself it`s earier to practice it separetly os characters. Just sculpting from a sphere 1 hour a day with photoreference. It`s so much earier when you don`t have to think about million other things tike modelling props, or how to make lowpoly work. Just anatomy practice, it can be only a head, or arm, or posture study. Suddenly anatomy studies become fun and quite relaxing, and not stressful It helps a lot when you turn symmetry off, then you really start to scuplt, not just moving voxels around. Practice makes perfect and you won`t get a lot of anatomy practice by making 1 character a month.
In this challenge there is another point - the complete model to grow your skills. Just by finishing something, we can learn something new. For me, it is important to better understand the pbr materials, presentation , besides I will need to explore additional things that I as an environment artist I never use at work - such as creating realistic surfaces (fabric, leather) in ZBrush. Those are my purposes for this challenge and I know that a month will be enought is I won`t dwell on other stuff like super-realistic proportions.
While studying these things we`re still evolving, the first time it`s always quite ugly, because we have no idea what we're doing, but making our next model we are calm and know how to make this or that element which tools to use and we can concentrate on more important and global things.
meanwhile, more details on my model, I want to make that PBR working with a lot of small details and different materials
You do make some points that learning the whole pipeline is valuable and it's good to know a pipeline start to finish. Also, yes it can get boring working on the same thing for extended periods of time.
Currently I bounce between character and environments at work, I guess I'm spoiled that way. But to give you an example, when I am creating a new body type, I.E. let's say a mesomorph. Mind you all that this would be is the base sculpture from which future characters of that body type would be created from. I would spend around 2 weeks, 8 hours a day, 5 days a week on just anatomy of 1 body type before adding anything else.
My point is this, if you can't stand spending copious amounts of time sculpting the same thing and you're goal is to do this for a living than you're not in the right field. Environment assets and props come together much quicker (not full environments mind you but the individual assets that make them up) than solid characters do.
In my experience, putting the time in to create a super banging character sculpt with correct anatomy and solid proportions is far more valuable than cranking out average work because it's "less boring". It's also way more rewarding when someone realizes that they have the potential to do something greater than they initially thought they could simply by thinking critically about it, asking for feedback early on in the process and then spending the hours applying said feedback.
Early on when I first started sculpting and my eye was not yet developed in terms of recognizing bad anatomy (not that I'm flawless cause I do make mistakes I just check and recheck and ask new eyes and check some more). I would take a screenshot of my model, along with the reference I was sculpting from, flip them both upside down in photoshop and look at them side by side. Try this to your sculptures, see if it helps you polish, worked for me. When you flip something upside down, your brain gets sort of a fresh point of view.
A lot of people do this sort of thing when painting as well, I.E. flipping the canvas from left to right.
Anyway, good luck to everyone, keep at it and be your own worst critiq, as long as you're growing and getting better it's all good, :P.
Tried to make the jacket in MD, didn't like the results I was getting after about 2 hours so went back to my extracted blockout jacket and so far spent about an hour sculpting folds, all the rest is block out. Only main feature missing is the gas mask and gloves (managed to get a nice scarf sim in about 20 mins so did some reshaping and cleanup and now ready for retop)
Pants are retopped exports from MD, small cleanup on the belt double pants seam, needs proper detail but that can wait I think until I do a first pass on the face. Lots more to do!
a liitle of my progress, I had a lot of work stuff to do
Sorry, guys, no feedback this time, I`m off to vacation for few days, I will really need to hurry up with highpoly after vacation to keep up with you
I hope to see a lot of your progress when I come back, keep it up guys!
@Mr.Moose
Oh no, I`m very oldschool so I prefer to model in Max. I usually make highpoly "base" in ZBrush, proportions and stuff, maybe some design even, and then I make new model with clean topology and sculpt highpoly. It`s just a pipeline that I`m comfortable with. I do want to try out hardsurface is ZBrush... someday ))) Here you can see my usual pipeline in detail if you`re interested
Some images are probaly dead cause it`s been 4 years already )
I made a few changes to the head and tested a bake in substance designer. I need to fix the eye and maybe add some geo to help the shape of the ear and the top of the head.
@Lilith: I keep going between realistic proportions and concept proportions. I'll be making another pass at the proportions before I start baking. I like your models face. Is the hair/headband clipping the top of the ear?
By messy mesh I meant mine, not yours
When it comes to clothing and organic stuff dynamesh does pretty good job, I would`n worry to much about topology. Also you can also try ZRemesher, it can be very helpful
Hmmm, having trouble sharing screen in the hangout. I can see others' screens just fine. But mine doesn't work. After clicking the button to share, and select which app/monitor to share, nothing is being shared. Tried with Chrome, and Firefox, doesn't work. That's after restart and reboot already. Weird. Just start having this problem today.
I'll try and get on soon to do some crits. Still working on the blockouts for this sculpt. Still has a lot of work to go. Really enjoying seeing everyone else's progress. Keep it up! Cheers.
@DonEngland Nice one there. How do you like Substance pack so far ?
@Peter Is it just my imagination ? He looks kind of short and maybe a bit chubby. From sideview, back of his head+neck appears quite thick. Really digging his face though.
Hangout doesn't let me screenshare anymore ;( Finalized the mysterious ring hanging from her belt :P Still no clue wth is that belt buckle though. Fixed her ears a bit. Will spend more geo on her dreads. Her arms+elbows also look a bit funny from backview. Gonna have to doublecheck on that.
I am trying out photoshop and quixel. I need to update the head and cowl, add some more variation, and maybe fix a few bake problems.
@PyrZern: Substance seems perfect for modular environment variation. Substance Painter is still a work in progress. Painting across multiple channels directly on the model is really nice. My substance trial is almost over and I'm switching to photoshop/quixel trials now.
I like the key ring idea.
@Dimfist: I like the detail in the sculpt so far, looking forward to seeing the bakes.
Still working on refining several parts of this sculpt. But he's beginning to be close to where I want him. I'm departing a bit from the original concept in that i'm giving him some extra gear.
I also masked off his face a bit. Just playing around with what he might look like if I was to throw some warpaint on him at the end.
I'm not sure how much more I'll be doing on this character. I have learned a lot so far and need to focus on hair and fur techniques now. For the next character I'll definitely add more detail and try to get some more polys in there.
Nice going guys ! I have little progress due to Petrol/BLood and neck pain <_<" I just started uving here. Will post progress real soon. Note: Hangout behaves well now, I believe.
@Dimfist Her cheeks seem puffy from 3/4 view there.
@Ape_Errata War paint is cool ! You can pull it off! Can't wait to see when you finish refining and material defining.
@DonEngland Hey, why does it look like the quality of diffuse map is much lower than others ? Like, the textures seem blurry and kinda random. His face also feels very centered. As in, eyes so close together, and hairline pretty high up. Great pose though !! Feels very alive.
Made some progress. Still have some ticky tack stuff to do like belt pouch, ring, necklaces and earrings but for the most part all that is left is texture for hi poly.
Did a color test to see what it's looking like.
@DonEngland- I have to agree with Pyr that the albedo/diffuse is a little muddy. It seems like you put some random noise on it but I think it would benefit with a little extra love on the edges and so forth. Pose is coming along nicely! @APE- Work on that material definition. The face is looking good. @Ozz- Nice start! Hope you finish. I think its too much in block in phase for me to tear it apart. @Pyr- Looking much better. I still think the pants are looking a little stiff and mechanical in nature. This could all change when you texture it though! @Lilith- She looks really good. I think you should rough and tough those boots up some. Maybe some duct tape or something. They look a little too 'hot topic' for me but nicely done none the less.
Hey guys great looking updates from everyone. Sorry i've been away, long story short the last week or so I've been cooling off some family shit that has been going on. I'll post my viking girl is at and give out some critiques on most recent posting as well.
Replies
@Jere0020 Usually we use external image hosting site. I use imgur. Then we simply copy its URL like www.website.com/filename.jpg, and wrap it in
Suggestions: Spend a lot more time on anatomy, paying attention to rythm of the human form and getting your proportions feeling really solid.
Secondly, FORGET ABOUT THE STUPID BEARD, don't sculpt it at all in fact. Paint it in afterwards in Photoshop. There is literally no reason to sculpt in facial hair because you will only end up with a lumpy terrible mass that at best feels like a greek statue of stylized carved hair or at worst a lumpy potatoe.
Thirdly always always ALWAYS be looking at reference while sculpting.
Hope I'm not ruining anyones day, this was meant to help.
I think the reason the 'proportion before details' is repeated so many times around here is that many aren't able to perceive the anatomy issue. AKA skills > perception. And people go like 'Ok, that looks quite good, let's move on' instead of 'oh, I'd better double check and triple check that torso area from all 360' angles.' I know I do that myself <_<"
@TheDarkKnight Not sure where his elbows are, or his lower body gonna be like, but his arms seem a little short. He's barely to reach his crotch.
Also, guys, what do you think of we come up with themes for future challenges ? Say, examples; 'Star Wars' or 'Off-Worlder' for July and 'Steampunk' for August. Or do we stick with the current and simply go by vote counts and all concepts are fair game ?
Example:
19-22 June = Theme Vote.
23-28 June = Concept Vote
Feels like it's overkill for no reason.
Btw, Demons went last month
I'll post some comments and critiques tomorrow for the recent fantastic updates from you guys and gals.
Also since I haven't posted anything yet, just started doing some hipoly work in Maya before I take it into Zbrush. I started the head but it's on another computer so it'll have to wait.
You`re right, and in general I would agree with you. But I think It all depends on your goal for this challenge. The goal of this challenge is to finish textured lowpoly model withing deadline and that is very important.
Often when people are trying to do something better, but it is impossible because they still do not have the appropriate skills they just quit their models in despair. I know, I had a whole cemetery of such characters / stones / houses etc. And I`ve seen my students did it, everyone does it - stop working on model/concept is they don`t like it.
If you have a lot of time, then it`s ok. You can probably do some research and tweak your model, but if you time is limited(which is usually the case) then I would recommend to set mini-deadlines for yourself. And if you reached deadline for highpoly, but you still don`t like it - go to the next stage anyway.
As for studying anatomy, I found for myself it`s earier to practice it separetly os characters. Just sculpting from a sphere 1 hour a day with photoreference. It`s so much earier when you don`t have to think about million other things tike modelling props, or how to make lowpoly work. Just anatomy practice, it can be only a head, or arm, or posture study. Suddenly anatomy studies become fun and quite relaxing, and not stressful It helps a lot when you turn symmetry off, then you really start to scuplt, not just moving voxels around. Practice makes perfect and you won`t get a lot of anatomy practice by making 1 character a month.
In this challenge there is another point - the complete model to grow your skills. Just by finishing something, we can learn something new. For me, it is important to better understand the pbr materials, presentation , besides I will need to explore additional things that I as an environment artist I never use at work - such as creating realistic surfaces (fabric, leather) in ZBrush. Those are my purposes for this challenge and I know that a month will be enought is I won`t dwell on other stuff like super-realistic proportions.
While studying these things we`re still evolving, the first time it`s always quite ugly, because we have no idea what we're doing, but making our next model we are calm and know how to make this or that element which tools to use and we can concentrate on more important and global things.
meanwhile, more details on my model, I want to make that PBR working with a lot of small details and different materials
Trying to dynamesh so I can pull the collar around on the jacket and then like..
Holes..holes everywhere..
Borderline ready to just go back to practicing anatomy sculpts, all the issues I've gotten trying to use a basemesh and pursue this challenge is just killing me -.-
@Mr.Moose Usually I work with solid subtools, not hollow, by using 'Close Holes'.
And another update from me. Made multiple changes and big proportion change Fixed up her neck and her hair. Gonna work a bit more on her forehead next. Also gotta work more on her hips and ab area.
The whole thing is at 9200 Tris atm. I might give her legs some more geo so they don't appear quite blocky.
ETA: @Lilith did you do those shoes completely in zbrush o_O?
@pyrzern: Thanks man for the reference, will be referencing it later when I work on it. I planned on modeling her with clothes straight on the mesh instead of separate pieces, but I might change that now.
AWesome shoe tutorial for those who haven't gotten around to it yet!
http://media-cache-ec0.pinimg.com/736x/86/68/71/8668719d5f6bb3b07b008b17e04a7521.jpg
ETA: Close holes is just straight up NOT Working. No error message or anything. Remeshed the character, Extracted again, Remeshed the extraciton, Closed holes.. Nothing
Trying anything I can think of, but it just won't close holes.
You do make some points that learning the whole pipeline is valuable and it's good to know a pipeline start to finish. Also, yes it can get boring working on the same thing for extended periods of time.
Currently I bounce between character and environments at work, I guess I'm spoiled that way. But to give you an example, when I am creating a new body type, I.E. let's say a mesomorph. Mind you all that this would be is the base sculpture from which future characters of that body type would be created from. I would spend around 2 weeks, 8 hours a day, 5 days a week on just anatomy of 1 body type before adding anything else.
My point is this, if you can't stand spending copious amounts of time sculpting the same thing and you're goal is to do this for a living than you're not in the right field. Environment assets and props come together much quicker (not full environments mind you but the individual assets that make them up) than solid characters do.
In my experience, putting the time in to create a super banging character sculpt with correct anatomy and solid proportions is far more valuable than cranking out average work because it's "less boring". It's also way more rewarding when someone realizes that they have the potential to do something greater than they initially thought they could simply by thinking critically about it, asking for feedback early on in the process and then spending the hours applying said feedback.
Early on when I first started sculpting and my eye was not yet developed in terms of recognizing bad anatomy (not that I'm flawless cause I do make mistakes I just check and recheck and ask new eyes and check some more). I would take a screenshot of my model, along with the reference I was sculpting from, flip them both upside down in photoshop and look at them side by side. Try this to your sculptures, see if it helps you polish, worked for me. When you flip something upside down, your brain gets sort of a fresh point of view.
A lot of people do this sort of thing when painting as well, I.E. flipping the canvas from left to right.
Anyway, good luck to everyone, keep at it and be your own worst critiq, as long as you're growing and getting better it's all good, :P.
Tried to make the jacket in MD, didn't like the results I was getting after about 2 hours so went back to my extracted blockout jacket and so far spent about an hour sculpting folds, all the rest is block out. Only main feature missing is the gas mask and gloves (managed to get a nice scarf sim in about 20 mins so did some reshaping and cleanup and now ready for retop)
Pants are retopped exports from MD, small cleanup on the belt double pants seam, needs proper detail but that can wait I think until I do a first pass on the face. Lots more to do!
Sorry, guys, no feedback this time, I`m off to vacation for few days, I will really need to hurry up with highpoly after vacation to keep up with you
I hope to see a lot of your progress when I come back, keep it up guys!
maybe, mesh is still quite messy )
@Mr.Moose
Oh no, I`m very oldschool so I prefer to model in Max. I usually make highpoly "base" in ZBrush, proportions and stuff, maybe some design even, and then I make new model with clean topology and sculpt highpoly. It`s just a pipeline that I`m comfortable with. I do want to try out hardsurface is ZBrush... someday )))
Here you can see my usual pipeline in detail if you`re interested
Some images are probaly dead cause it`s been 4 years already )
I made a few changes to the head and tested a bake in substance designer. I need to fix the eye and maybe add some geo to help the shape of the ear and the top of the head.
@PyrZern: I like the proportion changes.
@klown: I like how the chaps are working, did you leave the chaps open in the back?
@Lilith: Yes I need to clean up the topology a bit. I'm not sure about the legs though, should I keep the vertices displaced a bit for the folds?
By messy mesh I meant mine, not yours
When it comes to clothing and organic stuff dynamesh does pretty good job, I would`n worry to much about topology. Also you can also try ZRemesher, it can be very helpful
Here's what I have thus far.
[SKETCHFAB]5802cf04e96e48788e50a96252c45fad[/SKETCHFAB]
I have a lot left to learn about texturing, but it seems like substance painter has a lot of potential.
@Lilith: When I experimented with zremesher I tended to get meshes that are not very good for deformations.
@OctoKude: Is your model going to go bare chested?
@PyrZern: That is a great render. If that is real time I might need to stick to programming.
@Peter Is it just my imagination ? He looks kind of short and maybe a bit chubby. From sideview, back of his head+neck appears quite thick. Really digging his face though.
Hangout doesn't let me screenshare anymore ;( Finalized the mysterious ring hanging from her belt :P Still no clue wth is that belt buckle though. Fixed her ears a bit. Will spend more geo on her dreads. Her arms+elbows also look a bit funny from backview. Gonna have to doublecheck on that.
I hope i will join this challenge next month !
I am trying out photoshop and quixel. I need to update the head and cowl, add some more variation, and maybe fix a few bake problems.
@PyrZern: Substance seems perfect for modular environment variation. Substance Painter is still a work in progress. Painting across multiple channels directly on the model is really nice. My substance trial is almost over and I'm switching to photoshop/quixel trials now.
I like the key ring idea.
@Dimfist: I like the detail in the sculpt so far, looking forward to seeing the bakes.
@Ozzmosis: Nice start on the block out.
I also masked off his face a bit. Just playing around with what he might look like if I was to throw some warpaint on him at the end.
~12,500 tris
I'm not sure how much more I'll be doing on this character. I have learned a lot so far and need to focus on hair and fur techniques now. For the next character I'll definitely add more detail and try to get some more polys in there.
@Dimfist Her cheeks seem puffy from 3/4 view there.
@Ozzmosis Great shape there !
@OctoKube Love the shoes and kneepads. Keep going man !
@Torch Thanks kindly
@Ape_Errata War paint is cool ! You can pull it off! Can't wait to see when you finish refining and material defining.
@DonEngland Hey, why does it look like the quality of diffuse map is much lower than others ? Like, the textures seem blurry and kinda random. His face also feels very centered. As in, eyes so close together, and hairline pretty high up. Great pose though !! Feels very alive.
Did a color test to see what it's looking like.
@APE- Work on that material definition. The face is looking good.
@Ozz- Nice start! Hope you finish. I think its too much in block in phase for me to tear it apart.
@Pyr- Looking much better. I still think the pants are looking a little stiff and mechanical in nature. This could all change when you texture it though!
@Lilith- She looks really good. I think you should rough and tough those boots up some. Maybe some duct tape or something. They look a little too 'hot topic' for me but nicely done none the less.