Hey guys. I'm working on some Zelda fan art; a Zora guard character! I did a Zora ages ago but I want to do a better one since they are my number one fave race from anything ever.
That's some solid anatomy right there. I've never played The Legend of Zelda, though from concept art, it appears to be on-point. My only suggestion is to add more of a "sharpness" to the feet. The more realistic approach really works here, however.
Thanks for the feedback Stirls! The feet in the above render are just loosely blocked in, they will have a sharper edge yes with evidence of metatarsals.
I've been trying to figure out how to make the arm fins anatomically correct, I had the idea of making the pinky the driving digit of the fin, and tried to break it down. I'm not sure about it though, since it might get in the way of him doing human type things.
I'd say third from the left. Anything that collides with the bicep (1, 4, 5) like that wouldn't work too well, I'd assume. However, this one seems to have that nice curvature that you've managed to capture with the rest of your sculpt. It feels very natural. That said, the silhouette of 2 really works.
I wouldn't worry about sticking to the original design too closely. It would be interesting to see more original design ideas implemented whilst keeping the theme of the character intact.
* Avoid having the fins overlapping joints (elbow). It will make it a pain when it comes to your final posing as your fin will start to stretch. You might be able to get away with it if you implement your fin into the skin of the arm like this:
* Might be worth starting to put some more spiny/bony features into the character more (around the head to add interest).
* Something that the original design had, thinner waist and larger chest. Unless your going for something closer to human proportions (but a bit of exaggeration never hurts ).
* Larger hands/feet with the webbing. Makes the silhouette more interesting, more like a scuba diver.
* Maybe throw some gills on there (or gill like features to enhance his "fishy-look"). Using bony, curved areas like the zygomatic arch on the skull would help them fit the curvature of the form more naturally.
* Longer "head-tail" (That thing attached to the back of his head).
Again, a lot of this subjective so take away what you will (if anything :P).
Great job so far though mate. Good luck with the progress .
Thanks for that Baj! Defo gunna try with longer webbed hands and feet, most important for swimming! Although I wanted to try to stick as close to the original concept as possible, as the design language is very precious to me. I was hoping to make him more original in design via his attire, weapon, trinkets, armor etc. We shall seeee, thanks again for the help mate got ma brain thinkingggg c:
This is looking real sharp! Personally, I'm not a fan of the current helmet...mainly cus ur covering his face which would be fun to show due to it's unique look. Just my 10 cents...
Shark people are the best kind of people. I am enjoying this, I can't give critique because I have no knowledge or understanding of anatomy, I do agree with @slosh though, show that face man!
Whole project is looking really awesome, do you use shadowbox to create the individual decorations?
Yes I used a mixture of shadow box and extract (extract so I can trace around a 2d template) Then use move, inflate, dam_standard, Hpolish and claypolish to get the shapes. Then Zremesh to simplify the bumpy areas and make it lowpoly enough to bring to max. c:
Yes I used a mixture of shadow box and extract (extract so I can trace around a 2d template) Then use move, inflate, dam_standard, Hpolish and claypolish to get the shapes. Then Zremesh to simplify the bumpy areas and make it lowpoly enough to bring to max. c:
The sculpt looks fantastic, as a Zelda fan I'll be following closely!
The details in the last update look really really small to me, make sure that they read well even when zoomed out. Other then that I think it looks great
The sculpt looks fantastic, as a Zelda fan I'll be following closely!
The details in the last update look really really small to me, make sure that they read well even when zoomed out. Other then that I think it looks great
I have to agree with elsewhere. But only if you plan on rendering your character from a distance only. If you plan on having close up renders, you should keep your fine details but also have larger details that read well at a distance. This will show (in your portfolio) that you are able to create the mid frequency details that read well at a distance but also able to handle and control high frequency detail.
Once again this really depends on what level you are trying to reach. Personally i think you should keep the high details and the maybe exaggerate the medium details just a little bit. I'm gonna keep an eye out on this thread. Great job so far.
I have to agree with elsewhere. But only if you plan on rendering your character from a distance only. If you plan on having close up renders, you should keep your fine details but also have larger details that read well at a distance. This will show (in your portfolio) that you are able to create the mid frequency details that read well at a distance but also able to handle and control high frequency detail.
Once again this really depends on what level you are trying to reach. Personally i think you should keep the high details and the maybe exaggerate the medium details just a little bit. I'm gonna keep an eye out on this thread. Great job so far.
Thanks man yep totally agree thanks for advice I had a similar thought process when I was tweaking the helmet earlier. Gotta balance those rest areas with mid and fine details.
More helmet WIP a lot of tedious tweaking/adding. Need to get that design language down along with the readability then I think the other parts will be a lil easier to do since ill have a set idea of what to replicate.
Looks really cool! The overall feel is nice and the shapes are clean. In my opinion I'd expect his eyes to align with the mask eyes from the side view. Otherwise his peripherals are blocked making the helmet feel impractical. It also makes the helmet feel like it's floating over his face.
Thanks for feedback guys! Yeah hands defo need some love, refine and do 2ndary form pass and detial pass once everything Is modelled.
Thanks Kosh I agree, I noticed last night that his eyes don't line up at all, so I'm gunna figure out a way to fit it to his head better without destroying the subtools, probably use tpose master cheers
Tastyfied! I (shamefully) have never really played any zelda games so looks like a cross between Sylvari and A Quaggan to meee Armour is looking sweet.
Amazing work! Seeing how your anatomy is almost perfect while mine is crap, I'm a little hesitant to say this but his biceps look a little too square from the front to me. (see last uploaded pic, the rightmost pose)
Replies
It's a tough one, Reow!
I wouldn't worry about sticking to the original design too closely. It would be interesting to see more original design ideas implemented whilst keeping the theme of the character intact.
* Avoid having the fins overlapping joints (elbow). It will make it a pain when it comes to your final posing as your fin will start to stretch. You might be able to get away with it if you implement your fin into the skin of the arm like this:
* Might be worth starting to put some more spiny/bony features into the character more (around the head to add interest).
* Something that the original design had, thinner waist and larger chest. Unless your going for something closer to human proportions (but a bit of exaggeration never hurts ).
* Larger hands/feet with the webbing. Makes the silhouette more interesting, more like a scuba diver.
* Maybe throw some gills on there (or gill like features to enhance his "fishy-look"). Using bony, curved areas like the zygomatic arch on the skull would help them fit the curvature of the form more naturally.
* Longer "head-tail" (That thing attached to the back of his head).
Again, a lot of this subjective so take away what you will (if anything :P).
Great job so far though mate. Good luck with the progress .
blocking out the armour
Update: Added more bits and bobs.
Made a ornate kit-bash set, in the process of trying to make the helmet and armour cool/functional
Whole project is looking really awesome, do you use shadowbox to create the individual decorations?
Yes I used a mixture of shadow box and extract (extract so I can trace around a 2d template) Then use move, inflate, dam_standard, Hpolish and claypolish to get the shapes. Then Zremesh to simplify the bumpy areas and make it lowpoly enough to bring to max. c:
Thanks!
Helmet and armour wip, Trying to balance the details. soo much to do.. Hopefully it will pay off in the end.
The details in the last update look really really small to me, make sure that they read well even when zoomed out. Other then that I think it looks great
I think you are correct thanks
Once again this really depends on what level you are trying to reach. Personally i think you should keep the high details and the maybe exaggerate the medium details just a little bit. I'm gonna keep an eye out on this thread. Great job so far.
Thanks man yep totally agree thanks for advice I had a similar thought process when I was tweaking the helmet earlier. Gotta balance those rest areas with mid and fine details.
More helmet WIP a lot of tedious tweaking/adding. Need to get that design language down along with the readability then I think the other parts will be a lil easier to do since ill have a set idea of what to replicate.
Helmet model done, will come back to adding damage details later.
Thanks Kosh I agree, I noticed last night that his eyes don't line up at all, so I'm gunna figure out a way to fit it to his head better without destroying the subtools, probably use tpose master cheers
WIP. detailing time.
Spent a while tweaking and pushing the anatomy, trying to make it fit with the design better.
Think I finally got it how I wanted it.