Hey this thread will be about my final project for my bachelors in 3D animation and design at centre NAD in Montreal.
For my project I chose to create a female warrior. Im trying to stay away from the pin up female design.
And thanks for viewing
High rez almost completed will start retopo soon
Update: Hey I need some tips for presentation, If anyone has good experience in Marmoset 2 I would love some tips. I notice the bloom is too strong and the background might be a bit dark
Should I put a pedestal or a floor maybe?
I have the field of view at 45 degrees, is that good for a character?
thanks!
crits always appreciated
I like it, that you make a more realistic female warrior :thumbup:
But maybe you try to keep a few female atributes. When I look on your character I don't know this is a woman. Maybe you give her a softer shape for the face.
Progress on the base mesh.
Helmet or no helmet? If i decide for no helmet i added some metal ornaments on face
How is the overall design of the armor?
I want to finish to base mesh so i can start adding details.
thanks
Been working mostly on the armor, still a lot to do. Im getting the main shapes of the armors then il do a detail pass at the end with some nice patterns to pop out the metal. Still unsure if I should go helmet or no helmet.
another update
still missing a few things, will need to work on the head more.
crits welcome
Anybody got some presentation tips for showing my model better?
That's a damn beautiful and innovative design, can't say much more, details are really well distributed across the model. I would just add some light elements to balance the overall heavy feeling of the armor, some thin drape, chains or ornemental things like the "head necklace" (can't find any conclusive way to define it!) shown in the previous screenshots.
Long time no post, here is my current game rez model, I would love any tips for the textures and whatnot. Quick marmoset render with a few lights, I am currently working on a quick rig for the final pose with weapons.
65k tris and three 2k maps
2 for body and 1 for head
Armor could use some "off-hues," like subtle greens, etc. in the albedo. Just to give it a tiny bit more body.
I don't know if you have a skin shader on the head yet, but right now it is sorta giving this strange "glow" feel overall. Feels a tad off, BUT could also be a style decision, your call.
I think the glow might be subsurface scattering. And or the way the lights are set up. Other then that the engraving on the chest piece is amazing. i would slightly increase the gloss to a more steel or iron feel. and scratches, scratch it up.
Hey thanks for the tips! yes I have the skin shader setup, I desaturated the diffuse a bit.
Added some gloss for the armor and messing around with some makeup/war paint stuff
Hey I need some tips for presentation, If anyone has good experience in Marmoset 2 I would love some tips. I notice the bloom is too strong and the background might be a bit dark
Should I put a pedestal or a floor maybe?
I have the field of view at 45 degrees, is that good for a character?
thanks!
crits always appreciated
I would say, play with more dynamic looking poses, like fighting ect.
A standing pose looks boring and yeah use a pedestal, because every character needs a environment to look alive
Looks great, all I can say is that the areas where his body is exposed could use more detail. Also I recommend trying out more interesting lighting conditions for the final render.
yes shes a lady lol thxs for the tips
right now I cant go back and add detail to the model but maybe after im finished
Il explore some different lighting conditions for the final render.
As for the pose I wanted a pose as if shes defending a king behind her
IL work up a pedestal real quick
Replies
But maybe you try to keep a few female atributes. When I look on your character I don't know this is a woman. Maybe you give her a softer shape for the face.
Helmet or no helmet? If i decide for no helmet i added some metal ornaments on face
How is the overall design of the armor?
I want to finish to base mesh so i can start adding details.
thanks
crits appreciated
Face will need some love soon
still missing a few things, will need to work on the head more.
crits welcome
Anybody got some presentation tips for showing my model better?
i dont know why some images are greenish lol
@holly: thanks
crits always welcome
love the detail :')
65k tris and three 2k maps
2 for body and 1 for head
Armor could use some "off-hues," like subtle greens, etc. in the albedo. Just to give it a tiny bit more body.
I don't know if you have a skin shader on the head yet, but right now it is sorta giving this strange "glow" feel overall. Feels a tad off, BUT could also be a style decision, your call.
I like the details of her armour, only crit point ... the dark parts looks a little bit like plastic, I would give the material a more defined gloss.
Added some gloss for the armor and messing around with some makeup/war paint stuff
Should I put a pedestal or a floor maybe?
I have the field of view at 45 degrees, is that good for a character?
thanks!
crits always appreciated
A standing pose looks boring and yeah use a pedestal, because every character needs a environment to look alive
right now I cant go back and add detail to the model but maybe after im finished
Il explore some different lighting conditions for the final render.
As for the pose I wanted a pose as if shes defending a king behind her
IL work up a pedestal real quick
thxs for the tips:)