So I decided it's high time I actually start working on building a portfolio.
Will update this thread with WIPs and finished pieces made during 2014.
So to start off here's something I finished about a month ago.
And here are two characters I'm working on right now.
This is based on a
concept by Tim Vonn Rueden
And This is
Kai by Johannes Helgeson
Need to fix proportions and refine the sculpt a lot before I make teh low poly game mesh.
Now back to work I go
Replies
Keep going with it.
Quack Thank you and I hope to not disappoint
felipealves Thanks I will!
I had a week long gig so I've only managed to do the retop and uvs on the characters. Will post pics when I have something a bit more substantial. Meanwhile I decided to tackle this concept by Hexa Hong after these guys :poly121:
Work in progress of this guy. Will hopefully finish him by tomorrow. The 3 tiny ones are screengrabs from the Maya viewport (flat shading) to check silhouette and whether the colors are reading right. The rest are from Marmoset. Diffuse only.
If you just want to add variety to the image, then I'd recommend decorating hist tunic & belt.
The shoulder piece looks too rigid. I'd expect the piece on the arm to slide under the shoulder piece, but they look to be locked at a 90 degree angle.
Only crit is that I agree with DWalker's & Alex's feedback. The tattoos definitely don't fit his design and it feels very noisy (especially since if you squint, the shoulder pad colors blend with the tattoo color). He definitely feels more heroic without the tattoos if that was your intention?
Anyways, looks good and keep it up!
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DWalker - I've changed the guard design a bit to have some semblance of practicality. Thanks for the insight into tribal cultures I hadn't thought of that! The tattoos were part of the original concept art (he is supposed to be a pirate-like character and they have tattoos) so I wanted to keep them. I've changed their design a bit, lowered the visibility and changed the color so hopefully it fits better.
AlexCat - Yes the tattoos were indeed jarring but I decided to keep them because I wanted to stay true to the concept art and he looks too bland without them. I've countered the visual noise feeling by lowering the opacity and changing the color. I hope it isn't jarring now?
Steve0 - Thanks man! Yep the tattoos were a mutual point of contention so I changed them. Does it work better now?
Bedrock - Thank you! The pinching is happening because I don't have enough joints controlling the mouth shape. The expression sheet is more of a rig test. This is my first attempt at a complete character and my first rig so I wasn't entirely sure what I was doing haha. I'll work to improve my rigging skillz for the next character
Also concerning the expressions, from the concept art I got the impression that he was more of a whacky/fun guy than a rip-your-face-off warrior person so I went with these. (concepts here: http://helgesonart.blogspot.com/2014/05/treacherous-tides.html and http://helgesonart.blogspot.com/2014/06/grace-kelly.html)
The face setup is joint-based. I saw it on Judd Simantov's presentation about the rigs they used on The Last of Us. Here's the link:
[ame="http://www.youtube.com/watch?v=myZcUvU8YWc"]Judd Simantov on character rigging and modeling in Naughty Dog's The Last of Us - YouTube[/ame]
My setup is obviously not that sophisticated but it's basically the same idea. No corrective shapes or wrinkle maps though because I'm only using diffuse maps. And a lot less joints.