I wasn't satisfied the way I textured the model from above so I won't post it yet.
I stopped the work on this one and finally did the lowpoly for the creature I did before.
Currently baking maps and Doing the hands.
I should really use a other method of hosting my pictures, almost every picture in my thread is not working anymore, lol. Most of my work can be seen on https://www.artstation.com/artist/rukasu or https://rukasu.artstation.com/ It's been a while. Here's some stuff I did in some time.
IIt's been a while. Working fulltime in advertising. Mostly 3D stuff in corona. Found some time and wanted to jump on the Bowsette Hypetrain. Saving up for a SLA printer to print figurines. Poses are hard.
I've been working on a character for a long time right now. I am aiming to recreate the whole concept. The robot is going to be a big challange for me since I never made stuff like.
I am currently kind of half way in the making of the character. I already started making the lowpoly but I find myself coming back to the highpoly and changing stuff.
I will try to document my progress throu old data.
I like starting off with a basemesh most of the time, since it is just much easier to blockout stuff. I used this basemesh by Rodesga___ on cubebrush.co http://cbr.sh/83k2rf
I started the whole project because I thought the shoes/prosthetic feet looked cool. It was also the first part I tried working on. After I somewhat got them blocked out I decided to do the whole concept.
at this point I started reworking the face after not working on the model for a few weeks due to me being stressed from my job. I am not good at faces, so this was pretty hard for me and I got frustrated.
Now I am currently back on working on the feet/boots.
I'm almost finished with the lowpoly of the character. Just some adjustments and unwrapping left. And the Hairplanes... I never could get this right, so I am taking a break from that to keep my motivation and not burn out on the hairplanes. So I started blocking out the robot.
Some progress on the Robot. I like to block stuff out in lowpoly since the geometry is less messy and it is easy to make adjustments as you go. I might go back to zBrush to polish it a bit more and sculpt details, but for hardsurface I always send them back to do some more precise polymodeling. It also helps with the lowpoly later on, since at that moment I am already considering edgeflow etc.
Some progress has been made. Small,but it's progress. Modeled the sword in 3ds max, did some things to the chair and figured out how to attach the legs to the hips.
I don't think the second pair of arms would have a big enough range of motion to make sense so I am adding another joint. Still figuring out the placement, but I think this works.
Currently cleaning up the arms and fixing stuff. Also making it a bit different from the other pair with small changes like in the reference.
I found some pieces I never posted but abandoned after a while. I might get back to them every tuesday. I really need to work on my face-game.
Still working on the retopology of the mech, but got nothing groundbreaking to show so here's another model I made to do something else. I have to work more, so I finally get to page 3 and have no missing images on the current page, lol.
Progress is much slower than I expected. I have to change my workflow a bit. I am noticing me doing work I could have saved at the begining. Going back and forth between lowpoly and highpoly and will have to go back for detailing on the "final" highpoly.
I kinda want the topology as clean as I can get it with my current abilities without going insane. I hate this part, but I don't want to half ass it.
I've spend more time than I would like to admit on this part especially.
Was on a much needed vacation. I am finally finished with the arms. I will retopo everything first and make a quick baking test, after that I will move into full-on texturing.
I didn't even plan to make all the uv's by hand, but ended up doing so anyways. Here is a first test for the red metal material. What do you think? Is the damas roughness too much?
Replies
I kinda like ditching one thing and doing it all over again in another way.
I picked up an old design and approached it different.
It's going somewhere.
Some small update. Another model for my graduation project. This is already the lowpoly, going to post Wireframe tomorrow I guess.
There it is.
Here's some stuff I am working on. Almost finished the lowpoly.
The Highpoly:
I stopped the work on this one and finally did the lowpoly for the creature I did before.
Currently baking maps and Doing the hands.
I just made some anatomy stuff again.
I really appreciate that.
Here's some update what I am currently making out of the Anatomy thing I did earlier.
Also here's the Finished version of the Demon.
Quixel crashed when I was at this point... wanted to change the material for hands and the back is not finished.
Oh well, let's do it again.
Still doing some adjustments.
there we go.
Currently working on this again.
New Hardware, so I am able to go for more details.
Most of my work can be seen on https://www.artstation.com/artist/rukasu or https://rukasu.artstation.com/
It's been a while. Here's some stuff I did in some time.
https://www.artstation.com/artwork/Pm3l8y
I am currently kind of half way in the making of the character. I already started making the lowpoly but I find myself coming back to the highpoly and changing stuff.
I will try to document my progress throu old data.
I like starting off with a basemesh most of the time, since it is just much easier to blockout stuff. I used this basemesh by Rodesga___ on cubebrush.co http://cbr.sh/83k2rf
I started the whole project because I thought the shoes/prosthetic feet looked cool. It was also the first part I tried working on. After I somewhat got them blocked out I decided to do the whole concept.
at this point I started reworking the face after not working on the model for a few weeks due to me being stressed from my job. I am not good at faces, so this was pretty hard for me and I got frustrated.
Now I am currently back on working on the feet/boots.
I like to block stuff out in lowpoly since the geometry is less messy and it is easy to make adjustments as you go. I might go back to zBrush to polish it a bit more and sculpt details, but for hardsurface I always send them back to do some more precise polymodeling. It also helps with the lowpoly later on, since at that moment I am already considering edgeflow etc.
Here's a picture of that workflow on the boots.
Modeled the sword in 3ds max, did some things to the chair and figured out how to attach the legs to the hips.
Currently cleaning up the arms and fixing stuff. Also making it a bit different from the other pair with small changes like in the reference.
I found some pieces I never posted but abandoned after a while. I might get back to them every tuesday. I really need to work on my face-game.
Retopology will be bitch on this one. I think I will call the Sculpt done at this point.
Had trouble gasping the shape of a Joystick, so I took some clay and made one that felt comfortable to hold which I then translated back to 3D.
I also got back into the habit of doing small studies to get better at faces.
I have to work more, so I finally get to page 3 and have no missing images on the current page, lol.
I have to change my workflow a bit. I am noticing me doing work I could have saved at the begining.
Going back and forth between lowpoly and highpoly and will have to go back for detailing on the "final" highpoly.
I kinda want the topology as clean as I can get it with my current abilities without going insane. I hate this part, but I don't want to half ass it.
I've spend more time than I would like to admit on this part especially.
I am finally finished with the arms. I will retopo everything first and make a quick baking test, after that I will move into full-on texturing.
I also finished the rest. Still need to do the UVs.
Here is a first test for the red metal material. What do you think? Is the damas roughness too much?
After that, I guess Rigging it is.
I also have to rework some parts of the character and texture it.
https://youtu.be/fPbWU6AEu9k