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Hey all. I'm on my last term at college and I wanted to try and get one more character done before then. I'm trying to create Jaime Lannister in a bit of a borderlands/ the walking dead type style.\
Right now I'm trying get it to look more like Nikolaj Coster-Waldau. Any suggestions would be appreciated.
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btw did you use mudbox for this?
Most notable is probably the creases that run down from the eyes that aren't present on the real actor. You're also in need of stronger cheekbones and better placement of the indent in the cheek.
I don't recommend using the reference I marked in red for the eyes. The angle isn't straight on and he is looking up and to the side which is changing the shape of his eye lid and really getting in the way of a good likeness. Find a nice flat front on image and use the see through feature to line things up (if you are using zbrush). Then you can find other angles of him still looking straight ahead to massage the rest of the eye shape. The other thing that will help is trying to think about the lens that might have been used to take your reference so you can roughly match it within the program you are using. If its a portrait glamour shot then its probably something quite high like 85-200mm. In Zbrush you can play with the angle of view under draw.
Anyway keep refining and you'll get there
@ickhugo I'll fiddle with the eyes some more. I'm not so great in that area yet. And no I did this in Zbrush.
@Jackablade I agree. I guess I meant to soften out the harsh crease but got distracted. I'll play around with the cheeks some more too.
@Zeldrik Good call. I think I have another image where his flesh is pushed up by some clothing I may have to X that one out too.
i did a very quick /(really really quick) overpaint, moving some proportions around and smoothing out most of your wrinkles, while still keeping them, but much more subtle.
Keep going man !
@PyrZern I'm trying, haha, thank you.
I tried to bring him closer to the reference. I need to go back and clean things up but I wanted to move on to blocking out the body today. Let me know what you all think.
EDIT: Also the gap/cavity on the shoulders is a little wierd, you should check some anatomy references and fix that.
That is simply due to having made the torso and the arm separately on different subtools. When I get the arm and hand where I want it I'll combine and clean up any weird bits like that.
This is the first time I've tried building the body separately like that and I have to say it really helps. Would recommend.
I'm using Zbrush. I just started with spheres in there. When it's all done I plan on retopoing in 3D and that's where I'll get to have the control over the verts.
Been a while since I updated. Got a lot going on in addition to working on this guy.
So far I have the armor going a bit. Right now I'm going through the shirt and detailing out the appropriate wrinkle/creases. Then I need to do the same to the pants. I haven't spent much time on the shoes yet but that will be the next step. Looking at it again on here also makes it seem like his feet are a bit large. My plan down the road for the scale mail bits is to just have it in the diffuse rather then sculpting anything out.
As always any feedback is appreciated.
I started in Zbrush creating a high poly sculpt then moved to 3D Coat where I retopologized and UV'd. After that I baked out an AO map in xNormal and threw that and the low poly into Mudbox and started laying down some color. I finished off ping-ponging between Mudbox and Photoshop cleaning things up.
Comments and critique are welcome.
Correct zeezee, I didn't see any normal maps or shaders while playing The Walking Dead (season 1) so I went with just a diffuse map. Looking at Season 2 and also The Wolf Among Us, it looks like there are some subtle shaders there but I was working off what I saw from just the first game.
Thank you both for the comments.