Just blocking in the major shapes with a little detail on the head, will work on the legs an tail next. i feel like i'm the only one doing Renekton haha.
Hey, this is the first Renekton I've seen. Great sculpt so far! I think my main crit is that the proportions could be pushed more. I think the style calls for a bigger head, bigger upper torso, bigger hands, etc.
Getting into the scales.. err trying to... just a test to see how long its actually gonna take me to do them. made my own alphas by sculpting individual scales.
The high poly version here is looking nice, I wish it were more of a re-design than just a hi res version of the original but again, it looks nice. I'm curious of the low poly version, will most of this detail be put in as an AO map backed in with the diffuse? I know on the environment side we aren't using Normal maps, I would hate to see the detail you put in be lost due to a lack of normal map.
Also I would love to see the weapon in works as well in future posts.
You can get more bang for your buck by redistributing your poly density more evenly. The knee guards could be thicker and apart of the leg, and you could take a lot of polys out of the tail and a few from the weapon, near the hand. I would take the polys you just gained and put them back into the larger shapes of the body like his shoulders. If you plan your edge flow right you could even make the collar apart of the body, saving more geo.
Finished up the poly paint and baked it for the low poly, and just ran outta time to finish the hand-painting, so i'll just post my Zbrush renders and the sketchfab lowpoly, gonna keep working on him and maybe change/fix some of the topology based on critiques, (thanks Turret!).
It's definitely coming along, lots of great details from your sculpt, but definitely wanna see some more painterly, highlighted areas on him to help him pop!
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Also I would love to see the weapon in works as well in future posts.
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Keep it up, i'm digging it so far!