Hey guys making my 1st Game Character. Im used to sticking to Zbrush but I am wanting to get a job in the industry so with the guidance of some fellow artist I started making this guy.
Overall I think im mostly satisfied how this is coming out, I Have learned a lot from this this guy from what to do, what not to do, specially how to separate my UVs better!
redid that a few times.... anyways, tons learned, still got lots more to learn.
High poly done in zbrush.
He is around 13k polys
Rip it apart please
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Also the eyes are really white and stand out to much, give them some shading in the corners and some colour maybe? Like pale reds and yellow, give him that 'piratey' look
Decent character though, just think those things need fixing up
As for the clothing design, it looks decent as a sculpt but the texture doesn't seem to make sense. It's hard to tell what exactly he's wearing. It almost looks like a captains jacket wrapped around his waist. But even that is a stretch. Think about the placement of the color and what material it is, and most importantly why it's the way it is. I can't really tell most of the fabric material. Also think about the color pallet, maybe if you are going with the brown, a different shade or give it an orange hue. This will help it be less muddied with the character's skin tone.
some of the clothing i agree with Owlie, not sure what those things are aither wrapped around him lol This project was about me learning Photoshop, and in general doing a complete game character rather then just as sculpt like im used to so with that said i followed the concept given to me. ill work on the skin today and work on fixing some of the tones for the clothing as well.
and wires wires... one sec.
the problem with the feet was that I had already finished them and they weren't as dense as they are now but i was told to redo them because the 1st one i made had the toes all together so i had to redo the foot sculpt and retopo and so on.
While this is true, that mostly only applies to bigger companies that have the means and budget to develop for PS4/XboxOne. For Artists building a portfolio I think it's important to be able to demonstrate good-looking modeling skills for low, med, and high poly in-game meshes in order to show off your skills as a modeler. Bottom line is, if you can make a really kick-ass looking character in a low range budget then they know you can make a very respectable high poly character. This is treading into opinion however, and this was meant for critique and helping with the character that has been given
Also with coming of VR, the need for higher res meshes will only multiply. Our current texture workflows will not be as effective when the player can view these meshes in 3D space in VR.
That aside, the character is really well optimized but there are distinct hard edges in the silhouette and only reason why I brought it up Think the cloth material needs some more work in the diffuse/albedo. Are you working in PBR or old school? The materials could use more definition through spec or cosine/reflection/gloss. Its all pretty flat. The sculpt is killer though, and for first time texturing.... Some serious potential here. Keep on pushing! Definitely coming along.
agree with both! i know the budget just keeps going higher and higher and who knows what we will be allowed to have next but yeah just as important to show that you can still get that low (low) poly going lol.
thanx!!! like i mentioned before, learned a lot! so many things i WILL do different next time, with the high poly detail, retop, detailing, projecting, so many things i want to do better specially get some more practice texturing for sure! but as with any other thing, i really dont want to get hang up on this guy for ever, and tbh its already been plenty of time.
I am happy with it overall. I am happy that i was pushed by my friends to get out of my comfort zone ( zbrush ) and into other programs like Mamorset 2 and Max and PS and now Maya to start making some game meshes.
I will however spend a few more days on this to try and attend the points you all have made.,
i worked on the skin a bit more, i gave it more :life: you can say. some more skin tones and less PURPLE... which im liking better now, redid the eyes as well, and added some different tones to some of the clothing as well.
anyways, back to figuring out the skin some more and not too happy with the eyes yet. might redo them again to see whats going on with them.
Also, I'd go back to the high poly and improve his torso, make it more muscular, its too flat atm.
And yeh like you said the eyes still need some work, around the eye sockets its really dark yet the eyes are really bright.
Looks decent though especially for a first texture. Better off showing a full length render so we can see the changes to the cloth you made
I kept working on this dude the past 2 days and got some more improvements, I will post the new changes soon, looks better, clothing still a bit rough but better.
Went back into zbrush and sculpted the torso again adding some more detail for the bake to pick up and it came out nice.
Worked on the Metal Materials and Textures as well with the help of my roommate.
fixed some Normal, Spec, Gloss and Cavity map issues
anyways, coming out better. thanx again guys.