PyrZern, I'm glad you like it! Moved into 3d now and still making some changes to the design, but at least I have something to work from. Thanks!
Sorry for the wait, things have been moving slowly, because I've been learning loads of zbrush while doing this. Some things are still very much work in progress, while other parts are more or less done. Here you go
Any tips, tricks, suggestions and critique welcome ;]
I think you should slightly reduce the giant protector-things you got on the vambraces, they look a tad silly right now. Maybe angle them like you had it on the concept.
You might wanna consider something to protect the eyes a bit on the helmet. Like some kind of metalic-net-shape thing (thinking Kendo/Fencing protective headgear). Or just make the slits a bit less big. Seems a little to open right now.
The Lion shoulder looks a bit too noble to me for a gladiator-style, the one you drew felt a bit more fitting, maybe with some nice etchings?
Xaragoth, thanks for the critique! I fixed up most of the stuff you mentioned, all except the lion head. I feel the need to keep it because it makes the silhouette more interesting and the dude is not necessarily a gladiator. Thanks again for the feedback, much appreciated!
Alright, finally something new! Just the body for now, but I've almost kind of finished the upper body armor and started on the lower.
Let me know if anything stands out. Also, yes, I have body and legs separate, long story..
Skodone, guilty ;D But I guess making a warrior dude is not so original in the first place. Seen very few that have a really unique design. This thing is teaching me so much though!
The pattern on his skin is sort of a rendering/compression error, it's not on the sculpt.
Thanks for stopping by!
Not to have a post without pictures, here's new lower body stuff. Shin guards is a little nod to the Witcher. Block-in done, I can start sculpting.
I have started working on the game res model, just the main body for now. Would appreciate any and all feedback about topology. Got a bunch of triangles, some stretched polys too...
And weapons. Shield's design from dark souls, with a few tweaks.
Ok, this took some time. Here's the full model in low res. Currently stands at ~30500 tris. There are areas I could save some polys, but does anything really stand out?
The only thing that stands out at first glance is the spaulder area. You could reduce the density quite a bit. Other than that, it looks pretty good razz!
Subscribed, I'll follow your progress on this one.
Slowly getting there...Just need to make the hair, an alpha map for the cloth and most likely relight the whole thing. Oh, and pose him too. And move on to another project!
BagelHero, there you go. Think bloom is not helping there as well. I'll be doing the lighting from scratch and shading is still in the works. I'd appreciate any feedback on the maps.
At the very least, I'd suggest desaturating anything that isn't metal, but at best I'd also darken and flatten the value range anything non-metal significantly, too. You probably don't need so much variance for dirt and details, either, because giving exception to dirt-on-metal, a lot of those details would have an extremely similar reflectance value. All this keeping in mind that while it would have been acceptable with old methods or engines, Toolbag 2 is calibrated for PBR workflows.
It's turning everything into a kinda-metal, where it's darkening your albedo/diff and coloring the reflections instead. Laymans terms, possibly a little muddled, but basically what it's taking that colored spec info and doing.
I can't really comment on the gloss before you fix this, because I can't be sure the gloss input is what's causing it right now.
BagelHero, thanks for the tuts! I did read one of them a few days ago, but I guess the information didn't sink in yet. Feel like I should make something smaller and really go all in on all the PBR things. Thanks again for the help!
Poinball, not bad indeed ;]
There we go. I'll be calling this one DONE! Unless there's something really hurting your eyeballs. Will be rendering a turnaround sometime later. I'll try and go for a smaller project next, that should be a relief ;]
Replies
Very rough, but I'll do the rest in 3d.
Lemme pin that concept of yours back onto Pinterest :P
PyrZern, I'm glad you like it! Moved into 3d now and still making some changes to the design, but at least I have something to work from. Thanks!
Sorry for the wait, things have been moving slowly, because I've been learning loads of zbrush while doing this. Some things are still very much work in progress, while other parts are more or less done. Here you go
Any tips, tricks, suggestions and critique welcome ;]
You might wanna consider something to protect the eyes a bit on the helmet. Like some kind of metalic-net-shape thing (thinking Kendo/Fencing protective headgear). Or just make the slits a bit less big. Seems a little to open right now.
The Lion shoulder looks a bit too noble to me for a gladiator-style, the one you drew felt a bit more fitting, maybe with some nice etchings?
Otherwise quite badass
Alright, finally something new! Just the body for now, but I've almost kind of finished the upper body armor and started on the lower.
Let me know if anything stands out. Also, yes, I have body and legs separate, long story..
Worked on most of the sculpt, still need a detail and fix pass on the body/face and everything below the waist is a block-in. Cheers!
P.S. Any way I can change the title of the thread?
awesome concept and details!
what are those patterns on his skin? or is it bad compression :P
The pattern on his skin is sort of a rendering/compression error, it's not on the sculpt.
Thanks for stopping by!
Not to have a post without pictures, here's new lower body stuff. Shin guards is a little nod to the Witcher. Block-in done, I can start sculpting.
And weapons. Shield's design from dark souls, with a few tweaks.
Head retopo
Base texture for the mace
Going to UV next, so c&c most welcome!
Subscribed, I'll follow your progress on this one.
On to textures! Base textures done. Much more work awaits, but it sure is fun to do some painting after all the 3d. As always, c&c much appreciated.
Shaping up well, though.
Gloss, dif, spec, in that order.
Here's a no lights version
http://www.marmoset.co/toolbag/learn/pbr-practice
http://www.marmoset.co/toolbag/learn/pbr-theory
At the very least, I'd suggest desaturating anything that isn't metal, but at best I'd also darken and flatten the value range anything non-metal significantly, too. You probably don't need so much variance for dirt and details, either, because giving exception to dirt-on-metal, a lot of those details would have an extremely similar reflectance value. All this keeping in mind that while it would have been acceptable with old methods or engines, Toolbag 2 is calibrated for PBR workflows.
It's turning everything into a kinda-metal, where it's darkening your albedo/diff and coloring the reflections instead. Laymans terms, possibly a little muddled, but basically what it's taking that colored spec info and doing.
I can't really comment on the gloss before you fix this, because I can't be sure the gloss input is what's causing it right now.
Poinball, not bad indeed ;]
There we go. I'll be calling this one DONE! Unless there's something really hurting your eyeballs. Will be rendering a turnaround sometime later. I'll try and go for a smaller project next, that should be a relief ;]