Hi friends!
I wanted to start this thread as a way to document my progress while going through Seth Nash's 10-week workshop. We each picked a concept and have started off by doing some material breakdowns and reference gathering. Below is the concept and start to the material breakdown. More to come!
Concept by
Yongsub Noh:
Mat-Breakdown:
Replies
I have high hopes here Chris...dont forget, you do all the work, and I look good....ok?
Some quick progress from before. Continuing work on the overall shapes, feel like I'm slowly making my way through the concept. Though, everything still feels kind of 'packed in'. Keep the feedback coming though, it's a huge help.
JadeEyePanda: I widened the shoulders a bit and seems to have helped some. I'm going to keep tinkering with proportions and see where that gets me.
MrHobo: I agree, the cloth in the concept is quite a bit thicker than what I have. Haven't spent too much time on folds since I'm still working out proportions and such.
I've learned a lot about reading a concept properly and making the transition from 2D to 3D. Especially in some of the more ambiguous areas. Seth and the group have been instrumental in helping me wade through it all as I go.
Any comments or critique would be super helpful. Thanks friends!
NOTE: I've removed and added a good bit of armor as I've been working and revising proportions. So everything may not be in this render.
Debating in my head whether this is just normal map only work or gotta sculpt it in . . .
Made some progress adding details, bolts & lantern. Feeling pretty good so far on how he's coming; but I know he could be much better. Next up is to detail all the armor, cloth and finish the skin folds/zits/fun stuff.
With that, please hit me with any feedback or critique! Thanks!
I think you can push more o stomachy bits of the model to be closer to the concept, specifically around the belly button, love handles, and second set of titties. The creases and folds in the concept are much harsher, and I;d love to see that transfered to the sculpt.
The placement of the upper arm armor (the plate with straps and the circular shape) seems about 90 degrees rotated from where it should be. It looks to be covering the tricep area now, whereas in the concept it seems to be halfway tween the tri and bi. This could also be from his wrist rotation though, so I'm not sure.
Keep up the solid work, and I can't wait to see more progress on this.
Second whatLucas said about the second sets of moobs, although Im guessin youre saving that as apart of the skin detail/folds, right?
One thing I think you may have forgotten is giving his gloves some tlc. The concept makes it hard to read the hands but it looks to me like those are gloves. You could probably do an initial pass to lock in the forms and major fold flow before doing your final work.
Started detailing, though there's a ton left to do I wanted to show something before I got going this weekend. As always any crits and comments are more than welcome!
By the way, I'm curious about the critique you were talking about. What was the philosophy behind "understanding the character's story and focusing on the "why" more than the "how""? It seems like an interesting way to approach things, and I'd like to know more if you don't mind!
After some great critiques, I began to look at the concept in a different way.
Why is he in that particular armor? why does he appear to be so packed in and uncomfortable? Answering these questions for myself led me to the 'how' much quicker and I didn't feel so constrained to "reality". If your character doesn't come with a story, make one up and try to make it believable in your mind.
As character artists we should be striving to make things believable, not necessarily realistic, if you catch my meaning. It's a nuanced point I think and can be kind of confusing if taken the wrong way.
Sorry my explanation is a bit convoluted. I hope that narrows it down a bit. Haha
ArtStation: https://www.artstation.com/artwork/eQ0Z3
@Slosh: Totally agree with you. That was actually one of the things I was going to try and address on my next pass. I really like the quick iterations I can get using Rodrigo's method. Think what I'll try is having two or three layers of different cards/uv's that way I can swap out images on respective sets to get a different look. If that doesn't do it, I'm sure placing some cards manually couldn't hurt. Thanks for the feedback!
I think the beauty shot is missing some contact with the viewer. Maybe tilting his head slightly towards the camera would add some tension to the image. I would be super creeped out if this guy was looking at me from the side of his eye.
What are you using for rendering? Marmoset?
How much of the beautyshot is the actual render and how much did you tweak it afterwards?