Hey everyone! I've been working on this dude for quite a while. The original concept is from Wildstar. I modeled him with only three fingers for now without realizing the dude has 5 in game, so I'll probably be going back and fixing that soon. Crits and stuff would be most appreciated
I wish I had posted a thread during my progress so I could've gotten it sooner, but I'll do that with the next project!
He's a game res model around 15k polys and rigged. Modeled in Zbrush, rig and retopo in Maya, textures in Substance Designer.
I also did a handful of blend shapes for the face, but I've yet to do a breakdown of that. I'm thinking I might do a video of him speaking if I get the chance.
Concept:
T-Pose:
Posed:
Rig:
More stuff on
ArtStation if anyone would like a further look. And if you'd like a breakdown into the rig/texturing let me know!
Replies
Damn son
As of now the blue is kind of killing/overriding his actual colors too much.
I'd maybe play around and do another pass or two on the textures and materials, especially the jacket. Right now it kinda looks a little too plastic or even like you have some metallic value going on in the pbr render. You can have it shiney, but I'd say something like that would have a tad higher roughness value.
Introducing some dirt/dust/weariness in the roughness and color map, and a subtle detail normal of a leather-type fabric could help with that material's readability as well.
Maybe even handpaint a couple of subtle strokes of color variation in there as well, nothing too crazy but just enough to notice. Some more blues or yellows in the green skin tone for example.
Overall it's looking great, I just think you can make it look a lot better with more time spent on the textures and materials.
Deathstick thanks for the crit man you're totally right. Ill see what I can do about that! I also want to upscale the resolution of the duster, it has a little less texel density than the rest of the piece.
Haha thanks nakedwookie! I think? Lol