Latest update:
So, I'll be creating Zagumennyy's Steampunk Hellboy from this past Comicon Challenge. I've been jonesing to have a new Hellboy in my portfolio because lets face it, every 3D artist should have a Hellboy in their portfolio
I'm gonna try to keep him under 30k. I want to keep the texture fairly hand painted looking but I might dabble in the PBR stuff in Marmoset to really make the metal pop!
Updates soon!
Replies
hell yes.
Update! I've got the body and some stuff blocked in. Still gotta do his coat and gun w/ holster but I'm at a good point to get some feedback before continuing
Got everything blocked in, except for the gun. Will make another pass on the body(especially the hands) as well as starting to detail everything
Anyway, looking good so far!
Looking good btw
Ask and you shall receive
He's getting there! I still have to go in and sharpen some folds up and add some wear and scratches to other places but he's almost sculpted!
And I worked on the face a bit more
I started texturing him and been making good progress.
Long delay since the last update because of the Riot contest. But here's an update, working on all the texture maps now. Would appreciate any feedback as far as material definition goes. And in the mean time I'll be working on the posing
I also wanted to suggest maybe creating a little more contrast between his shirt and body, maybe exploring other shit colors, not sure if you are done with it.
i took the liberty of making this to show better what I mean.
Lazaro, First of all thanks! My texturing process isn't too revolutionary but I'll be sure to share. I don't usually polypaint unless I'm trying to figure out colors. I use pretty much the same workflow as STRIKER and Terrabite as seen here:
It works really well for unlit diffuse and for the Dota 2 items its pretty much that workflow while working with the masks to change stuff up. For Hellboy it was a similar process except I toned down the baked lighting in my diffuse and used it in a AO map instead. And I use the cavity map extensively in my spec maps overall. Then it just came down to tweaking values so the materials read the way they should. Pretty standard stuff
As for the shirt, I did play around with colors earlier on in the texture process but I wanted to stick to the concept and overall I'm happy with it But I appreciate the suggestion. Will post finals soon!
You should really give this piece justice and pose him with the tentacles and everything.
Thank you for sharing your texturing process too! I'm eager to try it
Lazaro: Thanks! Glad you learned something
Phil: I hear ya, one thing I'm always trying to improve on is presentation(not that I don't try to improve other things) If I come back to this I'll see what I can do about that. Glad you like the model, though.
Really nice project, really well executed.