First, I would say since you're going high to low poly on this, you might want to add a bit more tertiary detail on the high poly overall. It's a bit hard to tell what you have because of the distance and lighting, but I think it could definitely use a bit more visual interest in that way and would help a lot.
As for the low poly, the reason it is looking a little weird is because your edge flow is a bit wonky. By that I mean that you don't have smooth/relaxed curves moving throughout the whole model, it gets a bit jagged in some places, and also the poly distribution is a bit off too.
Also, imo you have too many polys in the heads mostly, and a bit too much in the hands and feet for the way the model is distributed when you compare it to the density of the rest of the body (especially the loin cloth!). You want to have relatively even sized polys next to each other, not one row of large polys next to a row of small polys (like around the left shoulder and neck for example and down the back). I think you can keep the polys in the faces because it would be alright if you're thinking this is for animating later, but you definitely should keep a consistent density of polys elsewhere if you want to keep the face as dense as it is. Or try doing a couple variations of the low poly, one at 3000 tris, one at 2000 and one at 1000. It's a good exercise to go through for sure and lets you see which edges are really necessary and which aren't.
Also, you should look into low poly joints, because right now yours won't deform properly. Here's a good thread to look at for that: http://www.polycount.com/forum/showthread.php?t=61079 It's just a matter of collapsing a few edges.
Overall it's a good start, just start to think about adding a bit more flow to the model I think. Keep up the good work
the amount of topology placed in the face, brah and "jewelry" seems quite disproportionate to the rest of the model. You might also want to look at http://wiki.polycount.com/wiki/Limb_Topology for the topology of the elbows and knees.
I am also not sure that having the big head as a seperate mesh is the right choice.
Actually scrapped the retopo and did it anew. I hope it's a lot better now.
I still got some tweaking to do on the elbow I did the triangulation of the deformation areas like the leg and elbow , but yeah. Gotta be tweaking those squares so they all be nice and evenly looking.
And no I won't forget the hair , or the club. I think. We'll see
I'm gonna call it done. I can't get the hair to look good or even decent and I don't want dedicate more time to it and so I'll just go "yeah , I'll keep that in mind next time"
Main issues was the UV's and I'm unfamilar with trasnfering textures inside 3dcoat and the things I've read up on got me confused and didn't work for me , maybe it was the version.
The character texture could benefit from some more contrast in my opinion. It's also a bit difficult to see it properly on top of that similarly colored background. The weapon is nice, particularly the wood, but I think it would look even better with some slight AO around the entry of the saw.
Oh and by the way, I thought your tree stump from the last page was really cool. So was the warrior and child scene. Keep up the good work!
The character texture could benefit from some more contrast in my opinion. It's also a bit difficult to see it properly on top of that similarly colored background. The weapon is nice, particularly the wood, but I think it would look even better with some slight AO around the entry of the saw.
Oh and by the way, I thought your tree stump from the last page was really cool. So was the warrior and child scene. Keep up the good work!
Aaaah thank you!
I didn't even notice it , I keept doign stuff on this and never really took a step back. I'll work that in , same with the background
And I'm really happy that you like my previous stuff :P
Happy about where it's going but not happy enough.
I gotta figure out some props without making the character to crowded. Oh and think of a weapon that has purple...or maybe i'll change that.
Working and Twerking on this. Decided to port it into marmoset and see how it lookerinos. Looks kinda bland especially around the arm and leg region. The breast shading also needs a ton of work...so does everything basically.
Why don't you bake some maps from your sculpt and use that as a base for painting?
I only usually bake the NM and get the green channel from it and do stuff with that so I was told or rather shown a step-by-step how to utilize the AO , bent normal and the likes..
I then tried to do it , but it didn't look that great in my opinion , probably because I already painted so much...I'll have to do it on the next thing. :P
But thanks ^^
Here's an upd00de fresh from marmoset. Texture still needs wurk. But I like the pose and the deformations aren't horrible this time :poly122:
She's supposed to be floating , defeats the point when there's no ground.
Decided to do a couple more hours into the night and call it done.
Gonna participate in the CGMA course soon so I'll prep myself with some anatomy practices.
The concept has this weird violet blue color that's "acting" like the specular highlight on the top of the pectorals and upper torso. The texture could definitely use that to add more body to it.
I'd also figure out a way to make the belly button are more tranluscent reading. Maybe capillary veins to accentuate that light is blowing outwards.
The legs could be a lot redder and darker in value, really accentuate that gradient of color from top to bottom.
Thanks Brian.
Yeah I agree with the blue-ish tint and the belly button is quite a nice touch.
But I can't look at this guy anymore. I like your ideas , I'll probably get back to them eventually or implement them in the future. But for now I just sink in my chair and look at him at a weird angle.
Some leg practice
Replies
I have the feeling some things are wrong.
First, I would say since you're going high to low poly on this, you might want to add a bit more tertiary detail on the high poly overall. It's a bit hard to tell what you have because of the distance and lighting, but I think it could definitely use a bit more visual interest in that way and would help a lot.
As for the low poly, the reason it is looking a little weird is because your edge flow is a bit wonky. By that I mean that you don't have smooth/relaxed curves moving throughout the whole model, it gets a bit jagged in some places, and also the poly distribution is a bit off too.
Also, imo you have too many polys in the heads mostly, and a bit too much in the hands and feet for the way the model is distributed when you compare it to the density of the rest of the body (especially the loin cloth!). You want to have relatively even sized polys next to each other, not one row of large polys next to a row of small polys (like around the left shoulder and neck for example and down the back). I think you can keep the polys in the faces because it would be alright if you're thinking this is for animating later, but you definitely should keep a consistent density of polys elsewhere if you want to keep the face as dense as it is. Or try doing a couple variations of the low poly, one at 3000 tris, one at 2000 and one at 1000. It's a good exercise to go through for sure and lets you see which edges are really necessary and which aren't.
Also, you should look into low poly joints, because right now yours won't deform properly. Here's a good thread to look at for that: http://www.polycount.com/forum/showthread.php?t=61079 It's just a matter of collapsing a few edges.
Overall it's a good start, just start to think about adding a bit more flow to the model I think. Keep up the good work
I am also not sure that having the big head as a seperate mesh is the right choice.
And don't forget the hair
I still got some tweaking to do on the elbow I did the triangulation of the deformation areas like the leg and elbow , but yeah. Gotta be tweaking those squares so they all be nice and evenly looking.
And no I won't forget the hair , or the club. I think. We'll see
Thanks guys!
Main issues was the UV's and I'm unfamilar with trasnfering textures inside 3dcoat and the things I've read up on got me confused and didn't work for me , maybe it was the version.
Anyway.
NOTED.
UPDATE:
Oh and by the way, I thought your tree stump from the last page was really cool. So was the warrior and child scene. Keep up the good work!
Aaaah thank you!
I didn't even notice it , I keept doign stuff on this and never really took a step back. I'll work that in , same with the background
And I'm really happy that you like my previous stuff :P
Also found my wacom pen in the moving boxes. Yay.
Concept is by Geoffrey Ernault
Updaterinerino
I gotta figure out some props without making the character to crowded. Oh and think of a weapon that has purple...or maybe i'll change that.
( the lack of alpha on the staff can be ignored )
I only usually bake the NM and get the green channel from it and do stuff with that so I was told or rather shown a step-by-step how to utilize the AO , bent normal and the likes..
I then tried to do it , but it didn't look that great in my opinion , probably because I already painted so much...I'll have to do it on the next thing. :P
But thanks ^^
Here's an upd00de fresh from marmoset. Texture still needs wurk. But I like the pose and the deformations aren't horrible this time :poly122:
She's supposed to be floating , defeats the point when there's no ground.
Voila!
Wip.
Update:
I really dig this thread; great idea & I like watching progress.
Updaterino.
The back strap tattoo is gonna get fixed first. It's so urgly.
For now , babysteps on the texturing. Mainly cleanig up parts and "folds" *cough*
Metal is hard to paint
Face texture is bad
I am unhappy
My mistake so far has always been not spending enough time on the sculpt
Gonna participate in the CGMA course soon so I'll prep myself with some anatomy practices.
https://www.artstation.com/artist/fpk
I'd also figure out a way to make the belly button are more tranluscent reading. Maybe capillary veins to accentuate that light is blowing outwards.
The legs could be a lot redder and darker in value, really accentuate that gradient of color from top to bottom.
I'm liking the progress!
Yeah I agree with the blue-ish tint and the belly button is quite a nice touch.
But I can't look at this guy anymore. I like your ideas , I'll probably get back to them eventually or implement them in the future. But for now I just sink in my chair and look at him at a weird angle.
Some leg practice
Update:
Gonna start using a different matcap.
Some newer-old stuff
And some new new stuff
Or wip.